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Saurios Ancestrales

Armour Enchantments

Death Cheater

The wearer gains +1 Armour and Fortitude (4+).

Destiny's Call

The wearer gains Aegis (4+). In addition, its Armour is set to 3 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.

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.

Ghostly Guard

The wearer gains +2 Armour against non-Magical Attacks.

Basalt Infusion

The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.

Alchemist's Alloy

The wearer gains +1 Armour and suffers −2 Offensive Skill.

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.

Vital Essence

The bearer's Health Points are set to 4. In addition, the bearer gains Fortitude (6+) and Fortitude (+1, max 4+).

Starfall Scales

The wearer's model gains Hard Target (1). In addition, attacks that are Flaming Attacks against the bearer's model lose this Attack Attribute.

Artefacts

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).

Book of Arcane Mastery

The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.

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″.

Obsidian Rock

The bearer gains Magic Resistance (2).

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.

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.

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.

Lightning Vambraces

The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).

Talisman of Shielding

The bearer gains Aegis (5+).

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″.

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.

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).

Talisman of the Void

The bearer gains Channel (1).

Dragon Staff

The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).

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.

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.

Dragonfire Gem

The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.

Lucky Charm

One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.

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.

Infiltrator's Dart

Right before the battle (during step 7 of the Deployment Phase Sequence), you must mark a single unit from your opponent's Army List with Prey Scent.

Ancient Plaque

Once per Magic Phase, a single Magic Dice may be rerolled: • When the bearer performs a Casting Attempt with 2 or more Magic Dice that is not Miscast. • When the owner performs a Dispelling Attempt with 2 or more Magic Dice.

Te Aupouri Smokestone

One use only. May be activated when a friendly unit fails a Break Test (after any rerolls). Until the start of the next friendly Movement Phase, Charge and Pursuit Range rolls made by enemy units within 18" of the bearer's model are subject to Minimised Roll.

The Heart of Atua

If the bearer is part of a Compound Unit, the range of the unit's Commanding Presence is always set to 12".

Veilcatcher Astrolabe

The bearer gains a Veil Token every time the model successfully casts a non-Bound and non-Attribute Spell, after resolving the spell's effect and any Attribute Spell.

Stampede Resonator Crystal

One use only. May be activated at the start of any Charge Phase. Choose one friendly Large Cavalry unit or Gigantic model within 12" of the bearer's model and apply the following effects (all of them or none) until the end of the Melee Phase: • Each model gains Impact Hits (X), where X is equal to its amount of Stomp Attacks. If a model already had Impact Hits, increase its number of Impact Hits by its amount of Stomp Attacks instead. • The models cannot perform any Stomp Attacks.

Weapon Enchantments

Titanic Might

Attacks made with this weapon gain +3 Strength and become Magical Attacks.

Blessed Inscriptions

Attacks made with this weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.

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.

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+.

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.

Supernatural Dexterity

The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.

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).

Cleansing Light

At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.

Serpent's Nest Charm

While using this weapon, the wielder's Attack Value is set to 6 and attacks made with this weapon become Poison Attacks and Magical Attacks.

Glory of the Dawn Age

Attacks made with this weapon gain +1 Strength and +1 Armour Penetration and become Magical Attacks. In addition, attacks made with this weapon for which a successful natural to-wound roll of 5+ was rolled are subject to the following rules: • They gain Multiple Wounds (2) • Unless the target ignores Lethal Strike, their Armour Penetration is always set to 10 and they ignore Fortitude Saves.

Alchemical Arrows

This weapon has Shots 4, Str 5, AP 1. Attacks made with this weapon become Magical Attacks. If the weapon inflicts one or more hits, all other simultaneously made Shooting Attacks with Lodestone from the wielder's unit gain +1 Strength and become Magical Attacks for the duration of the phase.

Howdah Devices

Carved Wisdom

The model gains Channel (1). In addition, during Spell Selection, the model must choose one of the spells below. The model can cast the chosen spell as a Bound Spell with Power Level (4/8): • Fate's Judgement (Divination) • Master of Earth (Druidism) • Molten Copper (Alchemy) • Swarm of Insects (Shamanism) • Touch of the Reaper (Evocation) Each spell can only be chosen by a single model with Carved Wisdom.

Magnetic Great Bow (3+)

Shooting Weapon. Range 18", Shots 2, Str 3 [5], AP 1 [3], Area Attack (1×5), [[b]Multiple Wounds (D3)[/b]], Lodestone, March and Shoot, Reload!.

Engine of the Ancients (3+)

Shooting Weapon. Range 12", Shots 1, Str 6, AP 3, Area Attack (2×2), Lodestone, March and Shoot, Reload!. The attack never suffers negative to-hit modifiers. For the purpose of shooting this weapon, the model can draw Line of Sight in any direction, even outside its Front Arc.

Lodestone Shield

Friendly units within 8" of the model gain Aegis (5+, against Shooting Attacks).

Venomous Fortress

The model's base size is changed to 60×100 mm, it gains 6 additional Skink Riders, and, if applicable, the units that the model can join as per Combined Strength are replaced with (Skink Warriors, Skink Hunters). In addition, model parts without Harnessed in the bearer's unit gain Poison Attacks and Hatred.

Monolith of Vitalism

The model becomes the Battle Standard Bearer.

Suncatcher Crystal

Shooting Weapon. The weapon can be used in two different ways. Choose which version to use immediately before rolling to hit. All models in the unit must choose the same version. • Dispersed Beam (2+): Range 18", Shots D3+1, Str 4, AP 1, Accurate, March and Shoot, Reload!. • Focused Beam (2+): Range 12", Shots 1, Str 8, AP 5, Accurate, March and Shoot, Reload!.