 
Correspondence of translations with another language
| PL | EN | 
|---|---|
| Full Steam Ahead! 
                  The model may only perform a single Pivot or Wheel during a March Move. If the model is Charging, it [b]must[/b] Pursue or Overrun if possible. If the model is not Charging, it [b]always[/b] passes Restrain Pursuit Tests and its Pursuit and overrun Distance in the Melee Phase are [b]always[/b] 0".
                 | Full Steam Ahead! 
              The model may only perform a single Pivot or Wheel during a March Move. If the model is Charging, it [b]must[/b] Pursue or Overrun if possible. If the model is not Charging, it [b]always[/b] passes Restrain Pursuit Tests and its Pursuit and overrun Distance in the Melee Phase are [b]always[/b] 0".
             | 
| Volcanic Embrace 
                  Attacks made by the model part, including Special Attacks, become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b]. In addition, the model part gains [b]Grind Attacks (X)[/b], where X corresponds to the value stated in brackets. These Grind Attacks are resolved with Armour Penetration 10 and they [b]always[/b] wound on a roll equal to or greater than 7 minus the Armour of the model that the hit is distributed ontoquot;. A natural '6' [b]always[/b] wounds and a natural '1' [b]always[/b] fails to wound.
                 | Volcanic Embrace 
              Attacks made by the model part, including Special Attacks, become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b]. In addition, the model part gains [b]Grind Attacks (X)[/b], where X corresponds to the value stated in brackets. These Grind Attacks are resolved with Armour Penetration 10 and they [b]always[/b] wound on a roll equal to or greater than 7 minus the Armour of the model that the hit is distributed ontoquot;. A natural '6' [b]always[/b] wounds and a natural '1' [b]always[/b] fails to wound.
             | 
| Accurate | Accurate | 
| Riddle of the Lamassu 
                  The model is a Wizard Adept that selects 2 spells from Word of Iron (Alchemy), Breath of Corruption (Occultism), Flaming Swords (Pyromancy), Deceptive Glamour (Witchcraft), and Curse of Nezibkesh (Hereditary Spell). This rule overrides the normal Spell Selection rules connected to being a Wizard Adept. Before Spell Selection (at the start of step 7 of the Pre-Game Sequence), the opponent [b]must[/b] choose Power or Wisdom. • If they choose Power, the Lamassu gains [b]Channel (1)[/b] for the duration of the game. • If they choose Wisdom, the model knows an additional spell that it selects immediately from the list of spells above.
                 | Riddle of the Lamassu 
              The model is a Wizard Adept that selects 2 spells from Word of Iron (Alchemy), Breath of Corruption (Occultism), Flaming Swords (Pyromancy), Deceptive Glamour (Witchcraft), and Curse of Nezibkesh (Hereditary Spell). This rule overrides the normal Spell Selection rules connected to being a Wizard Adept. Before Spell Selection (at the start of step 7 of the Pre-Game Sequence), the opponent [b]must[/b] choose Power or Wisdom. • If they choose Power, the Lamassu gains [b]Channel (1)[/b] for the duration of the game. • If they choose Wisdom, the model knows an additional spell that it selects immediately from the list of spells above.
             | 
| Wizard Adept 
                  - Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
                 | Wizard Adept 
              - Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
             | 
| Aegis | Aegis | 
| Tall | Tall | 
| Harnessed 
                  Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
                 | Harnessed 
              Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
             | 
| Fear 
                  Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
                 | Fear 
              Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
             | 
| Wizard Apprentice 
                  - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
                 | Wizard Apprentice 
              - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
             | 
| Bow | Bow | 
| Battle Focus 
                  If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
                 | Battle Focus 
              If the attack hits with a natural to-hit roll of '6', the attack causes two hits instead of one.
             | 
| Great Weapon 
                  Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
                 | Great Weapon 
              Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
             | 
| Hand Weapon 
                  All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
                 | Hand Weapon 
              All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
             | 
| Light Armour 
                  Armor +1
                 | Light Armour 
              Armor +1
             | 
| Paired Weapons 
                  The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
                 | Paired Weapons 
              The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
             | 
| Crush Attack | Crush Attack | 
| Breath Attack | Breath Attack | 
| Divine Attacks 
                  Successful Aegis saves taken against the attack must be rerolled.
                 | Divine Attacks 
              Successful Aegis saves taken against the attack must be rerolled.
             | 
| Flaming Attacks 
                  The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
                 | Flaming Attacks 
              The attack doesn't have any special effect. However, it interacts with other rules, such as Flammable and Regeneration.
             | 
| Magical Attacks 
                  The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
                 | Magical Attacks 
              The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
             | 
| Grind Attacks 
                  A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
                 | Grind Attacks 
              A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
             | 
| Attached | Attached | 
| Impact Hits 
                  At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
                 | Impact Hits 
              At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
             | 
| Vanguard 
                  After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
                 | Vanguard 
              After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
             | 
| Insignificant | Insignificant | 
| Firing Platform 
                  The model can use Crush Attacks only against enemy units Engaged in the model's Front Facing. All models in the same unit as the model are considered to be in Soft Cover. In addition, they may choose to draw Line of Sight as if they were Gigantic and from any point of the Infernal Bastion's Front Facing when shooting or casting spells. If so, as long as the unit has at least one Full Rank: • A maximum of 20 models can shoot. These models can shoot regardless of the rank they are positioned in. • Measure their range from the Infernal Bastion.
                 | Firing Platform 
              The model can use Crush Attacks only against enemy units Engaged in the model's Front Facing. All models in the same unit as the model are considered to be in Soft Cover. In addition, they may choose to draw Line of Sight as if they were Gigantic and from any point of the Infernal Bastion's Front Facing when shooting or casting spells. If so, as long as the unit has at least one Full Rank: • A maximum of 20 models can shoot. These models can shoot regardless of the rank they are positioned in. • Measure their range from the Infernal Bastion.
             | 
| Move or Fire 
                  The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
                 | Move or Fire 
              The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
             | 
| Bodyguard 
                  When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
                 | Bodyguard 
              When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
             | 
| Shield 
                  +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
                 | Shield 
              +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
             | 
| Furnace Breach 
                  Instead of rolling on the Misfire Table as normal, apply the following Misfire Effects: • [b]2 or less[/b]: The model may not shoot its Artillery Weapon until the end of the game. In addition, the model's Grind Attacks become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b]. • [b]3+[/b]: The model loses 1 Health Point with no saves of any kind allowed.
                 | Furnace Breach 
              Instead of rolling on the Misfire Table as normal, apply the following Misfire Effects: • [b]2 or less[/b]: The model may not shoot its Artillery Weapon until the end of the game. In addition, the model's Grind Attacks become [b]Flaming Attacks[/b] and [b]Magical Attacks[/b]. • [b]3+[/b]: The model loses 1 Health Point with no saves of any kind allowed.
             | 
| Flammable | Flammable | 
| Higher Calibre 
                  The minimum range and the maximum range of the model's Artillery Weapon are doubled. Enemy units hit by the weapon suffer -1" Advance Rate to a minimum of 3" and -2" March Rate to a minimum of 6" until the start of the next friendly Player Turn.
                 | Higher Calibre 
              The minimum range and the maximum range of the model's Artillery Weapon are doubled. Enemy units hit by the weapon suffer -1" Advance Rate to a minimum of 3" and -2" March Rate to a minimum of 6" until the start of the next friendly Player Turn.
             | 
| Cannot be Stomped | Cannot be Stomped | 
| Scoring 
                  Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
                 | Scoring 
              Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
             | 
| Chained Together | Chained Together | 
| Keys to the Citadel 
                  The model [b]must[/b] buy Weapon Enchantments for two of its mundane weapons. The Point Cost of one of the Weapon Enchantments, the cheapest if applicable, is halved, rounding fractions up.
                 | Keys to the Citadel 
              The model [b]must[/b] buy Weapon Enchantments for two of its mundane weapons. The Point Cost of one of the Weapon Enchantments, the cheapest if applicable, is halved, rounding fractions up.
             | 
| Fearless 
                  If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
                 | Fearless 
              If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
             | 
| Swiftstride 
                  When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
                 | Swiftstride 
              When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
             | 
| Strider 
                  The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
                 | Strider 
              The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
             | 
| Exclusive | Exclusive | 
| Feigned Flight 
                  A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
                 | Feigned Flight 
              A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
             | 
| Fires of Industry 
                  The sum of the Fires of Industry values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
                 | Fires of Industry 
              The sum of the Fires of Industry values stated in brackets of all models in the army is restricted to 1 per 750 Army Points, rounding fractions up.
             | 
| Theocratic Litigators 
                  The model's unit and enemy units in base contact with the model's unit gain [b]Magic Resistance (2)[/b] that is also applied to friendly spells. This Magic Resistance value cannot be increased.
                 | Theocratic Litigators 
              The model's unit and enemy units in base contact with the model's unit gain [b]Magic Resistance (2)[/b] that is also applied to friendly spells. This Magic Resistance value cannot be increased.
             | 
| Oil Flasks 
                  If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.
                 | Oil Flasks 
              If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.
             | 
| Fly 
                  The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
                 | Fly 
              The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
             | 
| Flintlock Axe 
                  Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
                 | Flintlock Axe 
              Shooting Weapon
0–60 R&F Models with Blunderbuss or Flintlock Axe or Pistol per Army.
Range 18″, Shots 1, Str 4, AP 2. Counts as a Close Combat Weapon with Two-Handed in close combat. Close Combat Attacks made with it gain +1 Strength. Can be enchanted like a Close Combat Weapon, but only Close Combat Attacks are affected by the Weapon Enchantment unless specifically stated otherwise. The model may shoot from the third rank (in addition to the first and second).
             | 
| Fortitude 
                  Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
                 | Fortitude 
              Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
             | 
| Giant See, Giant Do 
                  The model gains Infernal Armour and [b]Infernal Brand[/b].
                 | Giant See, Giant Do 
              The model gains Infernal Armour and [b]Infernal Brand[/b].
             | 
| Ghost Step 
                  The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
                 | Ghost Step 
              The model treats all Terrain Features as Open Terrain for movement purposes, but must abide by the Unit Spacing rule upon the completion of its moves.
             | 
| Vassal Governor 
                  Friendly units with more than half of their models with Oil Flasks within 12" of one or more models with Vassal Governor at the start of their March Move gain +2" March Rate. In addition, the model may join Vassal Levies units. This overrides the corresponding restriction from Insignificant.
                 | Vassal Governor 
              Friendly units with more than half of their models with Oil Flasks within 12" of one or more models with Vassal Governor at the start of their March Move gain +2" March Rate. In addition, the model may join Vassal Levies units. This overrides the corresponding restriction from Insignificant.
             | 
| Hatred 
                  During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
                 | Hatred 
              During the first Round of Combat, failed to-hit rolls from attacks with Hatred must be rerolled.
             | 
| Inanimate 
                  Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
                 | Inanimate 
              Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
             | 
| Unbreakable 
                  The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
                 | Unbreakable 
              The model gains Fearless and its unit automatically passes all Break Tests. Characters with Unbreakable can only join units consisting entirely of models with Unbreakable. Units with one or more models with Unbreakable can only be joined by Characters with Unbreakable.
             | 
| Unstable | Unstable | 
| Infernal Armour 
                  Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
                 | Infernal Armour 
              Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
             | 
| Infernal Brand 
                  The model gains [b]Commanding Presence[/b] with the following restrictions: it has a range of 6" and can only benefit Insignificant models. In addition, when losing a Round of Combat, Standard Height units with more than half of their models with Infernal Brand double their number of Full Ranks for the purpose of Steadfast in the First Round of Combat unless Charging.
                 | Infernal Brand 
              The model gains [b]Commanding Presence[/b] with the following restrictions: it has a range of 6" and can only benefit Insignificant models. In addition, when losing a Round of Combat, Standard Height units with more than half of their models with Infernal Brand double their number of Full Ranks for the purpose of Steadfast in the First Round of Combat unless Charging.
             | 
| Infernal Weapon 
                  Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
                 | Infernal Weapon 
              Close Combat Weapon
Attacks made with this weapon gain +1 Strength and +1 Armour Penetration.
             | 
| Not a Leader 
                  The model cannot be the General.
                 | Not a Leader 
              The model cannot be the General.
             | 
| War Machine 
                  The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
                 | War Machine 
              The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
             | 
| War Platform 
                  Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
                 | War Platform 
              Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
             | 
| Lance 
                  Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
                 | Lance 
              Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
             | 
| Spear | Spear | 
| Light Troops 
                  Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
                 | Light Troops 
              Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
             | 
| Weapon Master | Weapon Master | 
| Supernal | Supernal | 
| Unbranded 
                  The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell). It cannot join units with more than half of their models with Infernal Brand or units of Shackled Slaves.
                 | Unbranded 
              The model cannot take any Special Items from this Army Book and cannot cast Curse of Nezibkesh (Hereditary Spell). It cannot join units with more than half of their models with Infernal Brand or units of Shackled Slaves.
             | 
| Parry | Parry | 
| Rage 
                  Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
                 | Rage 
              Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
             | 
| Vassal Slingshot 
                  Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
                 | Vassal Slingshot 
              Artillery Weapon.
This Artillery Weapon can be fired in two ways:
• Bolt Thrower: Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
• Oil Flask Thrower: Range 36″, Shots 3, Str 1, AP 0. The target unit gains one Incendiary marker for every successful hit.
             | 
| PL | EN | 
|---|---|
| Alchemist's Alloy 
                  The wearer gains +1 Armour and suffers −2 Offensive Skill.
                 | Alchemist's Alloy 
              The wearer gains +1 Armour and suffers −2 Offensive Skill.
             | 
| Breath of the Brass Bull 
                  The bearer's model gains +1 Health Point and the bearer gains [b]Breath Attack (Toxic Attacks)[/b].
                 | Breath of the Brass Bull 
              The bearer's model gains +1 Health Point and the bearer gains [b]Breath Attack (Toxic Attacks)[/b].
             | 
| Ring of Desiccation 
                  At the start of each Round of Combat that the bearer's unit is fighting, every enemy unit in base contact with the bearer's model gains one Incendiary marker.
                 | Ring of Desiccation 
              At the start of each Round of Combat that the bearer's unit is fighting, every enemy unit in base contact with the bearer's model gains one Incendiary marker.
             | 
| Destiny's Call 
                  The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
                 | Destiny's Call 
              The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
             | 
| Rod of Battle 
                  The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
                 | Rod of Battle 
              The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
             | 
| Basalt Infusion 
                  The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
                 | Basalt Infusion 
              The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
             | 
| Dragon Staff 
                  The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
                 | Dragon Staff 
              The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
             | 
| Binding Scroll 
                  One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
                 | Binding Scroll 
              One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
             | 
| Blaze of Protection 
                  The wearer gains +3 Armour. Every enemy model in base contact with the wearer's model that could allocate one or more Close Combat Attacks towards it but doesn't, after resolving its Close Combat Attacks, suffers 1 hit with Strength 4, Armour Penetration 0, and [b]Flaming Attacks[/b], distributed onto the model's Health Pool. This is considered a Special Attack.
                 | Blaze of Protection 
              The wearer gains +3 Armour. Every enemy model in base contact with the wearer's model that could allocate one or more Close Combat Attacks towards it but doesn't, after resolving its Close Combat Attacks, suffers 1 hit with Strength 4, Armour Penetration 0, and [b]Flaming Attacks[/b], distributed onto the model's Health Pool. This is considered a Special Attack.
             | 
| Book of Arcane Mastery 
                  Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
                 | Book of Arcane Mastery 
              Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
             | 
| Ranger's Boots 
                  The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
                 | Ranger's Boots 
              The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
             | 
| Crystal Ball 
                  The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
                 | Crystal Ball 
              The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
             | 
| Shield Breaker 
                  Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
                 | Shield Breaker 
              Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
             | 
| Eye of the Bull 
                  Close Combat Attacks and Shooting Attacks made with this weapon hit automatically. The Strength of these hits is [b]always[/b] set to 5 and their Armour Penetration is [b]always[/b] set to 10. . In addition, while using this weapon, the wielder's Attack Value is [b]set[/b] to 1 and Close Combat Attacks made with this weapon gain [b]Multiple Wounds (2)[/b].
                 | Eye of the Bull 
              Close Combat Attacks and Shooting Attacks made with this weapon hit automatically. The Strength of these hits is [b]always[/b] set to 5 and their Armour Penetration is [b]always[/b] set to 10. . In addition, while using this weapon, the wielder's Attack Value is [b]set[/b] to 1 and Close Combat Attacks made with this weapon gain [b]Multiple Wounds (2)[/b].
             | 
| Lucky Charm 
                  One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
                 | Lucky Charm 
              One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
             | 
| Magical Heirloom 
                  The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
                 | Magical Heirloom 
              The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
             | 
| Cleansing Light 
                  At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
                 | Cleansing Light 
              At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and  Flaming Attacks and Magical Attacks.
             | 
| Hero's Heart 
                  The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
                 | Hero's Heart 
              The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
             | 
| Crown of the Wizard King 
                  During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
                 | Crown of the Wizard King 
              During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
             | 
| Crown of Autocracy 
                  The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
                 | Crown of Autocracy 
              The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
             | 
| Dusk Forged 
                  The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
                 | Dusk Forged 
              The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
             | 
| 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. Crush Attacks are not affected.
                 | 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. Crush Attacks are not affected.
             | 
| Death Cheater 
                  The wearer gains +1 Armour and Fortitude (4+).
                 | Death Cheater 
              The wearer gains +1 Armour and Fortitude (4+).
             | 
| Supernatural Dexterity 
                  The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
                 | Supernatural Dexterity 
              The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
             | 
| Dragonfire Gem 
                  The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
                 | Dragonfire Gem 
              The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
             | 
| Eldritch Inscriptions 
                  Failed to-wound rolls from attacks made with this weapon must be rerolled.
                 | Eldritch Inscriptions 
              Failed to-wound rolls from attacks made with this weapon must be rerolled.
             | 
| Kadim Binding 
                  The bearer's weapons lose Two-Handed if they had it. While using this Shield, the bearer gains [b]Aegis (+1, against Flaming Attacks, max. 3+)[/b] and [b]Parry[/b].
                 | Kadim Binding 
              The bearer's weapons lose Two-Handed if they had it. While using this Shield, the bearer gains [b]Aegis (+1, against Flaming Attacks, max. 3+)[/b] and [b]Parry[/b].
             | 
| Essence of a Free Mind 
                  The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
                 | Essence of a Free Mind 
              The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
             | 
| Essence of Mithril 
                  The wearer’s Armour is set to 5 and can never be improved beyond this.
                 | Essence of Mithril 
              The wearer’s Armour is set to 5 and can never be improved beyond this.
             | 
| Flame of the East 
                  The wielder gains [b]Volcanic Embrace (D3)[/b] in the Melee Phase while using this weapon.
                 | Flame of the East 
              The wielder gains [b]Volcanic Embrace (D3)[/b] in the Melee Phase while using this weapon.
             | 
| Ghostly Guard 
                  The wearer gains +2 Armour against non-Magical Attacks.
                 | Ghostly Guard 
              The wearer gains +2 Armour against non-Magical Attacks.
             | 
| Willow's Ward 
                  While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
                 | Willow's Ward 
              While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
             | 
| Golden Idol of Shamut 
                  If the bearer's model is Infantry, its Advance Rate is [b]set[/b] to 4" and its March Rate is [b]set[/b] to 12". In addition, the bearer can cast Glory of Gold (Alchemy) as a Bound Spell with Power Level (4/8).
                 | Golden Idol of Shamut 
              If the bearer's model is Infantry, its Advance Rate is [b]set[/b] to 4" and its March Rate is [b]set[/b] to 12". In addition, the bearer can cast Glory of Gold (Alchemy) as a Bound Spell with Power Level (4/8).
             | 
| King Slayer 
                  The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
                 | King Slayer 
              The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
             | 
| Lightning Vambraces 
                  The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
                 | Lightning Vambraces 
              The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
             | 
| Mask of Ages 
                  The bearer gains [b]Aegis (5+, against Special Attacks)[/b], [b]Aegis (5+, against Magical Attacks)[/b], and [b]Fear[/b]. In addition, the bearer [b]must[/b] reroll failed to-hit rolls with its Close Combat Attacks.
                 | Mask of Ages 
              The bearer gains [b]Aegis (5+, against Special Attacks)[/b], [b]Aegis (5+, against Magical Attacks)[/b], and [b]Fear[/b]. In addition, the bearer [b]must[/b] reroll failed to-hit rolls with its Close Combat Attacks.
             | 
| Onyx Core 
                  Attacks made with this weapon become [b]Flaming Attacks[/b] and gain [b]Multiple Wounds (D3, against Flammable)[/b]. In addition, their Strength is [b]always[/b] [b]set[/b] to 6.
                 | Onyx Core 
              Attacks made with this weapon become [b]Flaming Attacks[/b] and gain [b]Multiple Wounds (D3, against Flammable)[/b]. In addition, their Strength is [b]always[/b] [b]set[/b] to 6.
             | 
| Obsidian Rock 
                  The bearer gains Magic Resistance (2).
                 | Obsidian Rock 
              The bearer gains Magic Resistance (2).
             | 
| Potion of Strength 
                  One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
                 | Potion of Strength 
              One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
             | 
| Potion of Swiftness 
                  One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
                 | Potion of Swiftness 
              One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
             | 
| Sceptre of Power 
                  One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
                 | Sceptre of Power 
              One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
             | 
| Tablet of Vezodinezh 
                  When the bearer attempts to cast a non-Bound Spell using three or more Magic Dice, treat a single rolled '1' or '2' as a natural '3'. If the bearer would suffer a Witchfire Miscast effect, treat it as Magical Inferno instead.
                 | Tablet of Vezodinezh 
              When the bearer attempts to cast a non-Bound Spell using three or more Magic Dice, treat a single rolled '1' or '2' as a natural '3'. If the bearer would suffer a Witchfire Miscast effect, treat it as Magical Inferno instead.
             | 
| Talisman of Shielding 
                  The bearer gains Aegis (5+).
                 | Talisman of Shielding 
              The bearer gains Aegis (5+).
             | 
| Talisman of the Void 
                  The bearer gains Channel (1).
                 | Talisman of the Void 
              The bearer gains Channel (1).
             | 
| Touch of Greatness 
                  Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
                 | Touch of Greatness 
              Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
             | 
| PL | EN | 
|---|---|
| Aether Icon 
                  The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
                 | Aether Icon 
              The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
             | 
| Their Master's Banner 
                  Apply the following effects while the bearer's unit is within 6" of one or more models with Infernal Brand: • Models in the bearer's unit without Infernal Brand gain [b]Battle Focus[/b]. • If the bearer's unit is composed entirely of models without Infernal Brand, it may reroll failed Charge Range rolls in the Charge Phase.
                 | Their Master's Banner 
              Apply the following effects while the bearer's unit is within 6" of one or more models with Infernal Brand: • Models in the bearer's unit without Infernal Brand gain [b]Battle Focus[/b]. • If the bearer's unit is composed entirely of models without Infernal Brand, it may reroll failed Charge Range rolls in the Charge Phase.
             | 
| Banner of Discipline 
                  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 Discipline 
              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 Speed 
                  A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
                 | Banner of Speed 
              A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
             | 
| Banner of the Relentless Company 
                  One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
                 | Banner of the Relentless Company 
              One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
             | 
| Banner of the Twice-Branded 
                  One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer's unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms). • • •
                 | Banner of the Twice-Branded 
              One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer's unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms). • • •
             | 
| Flaming Standard 
                  One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
                 | Flaming Standard 
              One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
             | 
| Legion Standard 
                  A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
                 | Legion Standard 
              A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
             | 
| Stalker's Standard 
                  The bearer’s unit gains Strider.
                 | Stalker's Standard 
              The bearer’s unit gains Strider.
             | 
| Icon of Ashuruk 
                  One use only. May be activated at the start of any Melee Phase. The bearer gains [b]Volcanic Embrace (X)[/b], where X is the number of friendly units within 6" of the bearer's unit that contain at least one model with Magical Attacks. In addition, attacks made by friendly units within 6" of the bearer's unit, except attacks made by the bearer, lose Flaming Attacks and Magical Attacks (if applicable). The effects last until the end of the Player Turn.
                 | Icon of Ashuruk 
              One use only. May be activated at the start of any Melee Phase. The bearer gains [b]Volcanic Embrace (X)[/b], where X is the number of friendly units within 6" of the bearer's unit that contain at least one model with Magical Attacks. In addition, attacks made by friendly units within 6" of the bearer's unit, except attacks made by the bearer, lose Flaming Attacks and Magical Attacks (if applicable). The effects last until the end of the Player Turn.
             |