Nani Infernali

Nani Infernali

Correspondence of translations with another language

Rules and Equipments used by the army

IT EN
A Tutto Vapore!
Durante un Movimento di Marcia, il modello può effettuare solo una singola Rotazione o Conversione. Se il modello è in Carica, [b]deve[/b] Inseguire o Sfondare se possibile. Se il modello non è in Carica, esso passa [b]sempre[/b] i Test di Disciplina per trattenersi e la sua Distanza di Inseguimento è [b]sempre[/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".
Abbraccio Vulcanico
Gli attacchi effettuati dalla parte di modello, inclusi gli Attacchi speciali, diventano [b]Attacchi Infuocati[/b] e [b]Attacchi Magici[/b]. Inoltre, la parte di modello ottiene [b]Attacchi Stritolanti (X)[/b], dove X è pari al valore tra parentesi. questi Attacchi stritolanti sono risolti con Penetrazione armatura 10 e feriscono [b]sempre[/b] con un tiro pari o superiore a 7 meno l'Armatura del modello su cui è stato distribuito il colpoquot;. Un risultato di '6' naturale ferisce [b]sempre[/b] e un risultato di '1' naturale fallisce [b]sempre[/b].
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.
Accurato
Accurate
Enigma del Lamassu
Questo modello è un Mago Adepto che seleziona due incantesimi a scelta da Parola del Ferro (Alchemia), Alito di Corruzione (Occultismo), Spade Fiammeggianti (Piromanzia), Fascino Ingannevole (Stregoneria), e Maledizione di Nezibkesh (Incantesimo Ereditario). Questa regola prevale sulle normali regole di Selezione degli Incantesimi associate all'essere un Mago Adepto. Prima della Selezione degli Incantesimi (all'inizio del passo 7 della Sequenza Pre-Partita), l'avversario [b]deve[/b] scegliere Potere o Saggezza. • Se sceglie Potere, il Lamassu ottiene [b]Canalizzare (1)[/b] fino alla fine della partita. • Se sceglie Saggezza, il modello conosce un altro incantesimo, che seleziona dall'elenco degli incantesimi indicati qui sopra.
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.
Mago Adepto
- 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.
Egida
Aegis
Alto
Tall
Imbrigliato
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.
Paura
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.
Mago Apprendista
- 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 .
Arco
Bow
Estasi della Battaglia
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.
Grande Arma
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
Arma a Una Mano
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
Armatura Leggera
armatura +1
Light Armour
Armor +1
Coppia d'Armi
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.
Attacco Distruttivo
Crush Attack
Attacco a Soffio
Breath Attack
Attacchi Divini
Successful Aegis saves taken against the attack must be rerolled.
Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
Attacchi Infuocati
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.
Attacchi Magici
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).
Attacchi Stritolanti
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.
Scorta
Attached
Colpi d'Impatto
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.
Avanguardia
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.
Insignificante
Insignificant
Piattaforma da Fuoco
Il modello può usare il suo Attacco Distruttivo solo contro unità nemiche Ingaggiate sul suo Fronte. Tutti i modelli nella stessa unità del modello sono considerati in Copertura Leggera. Inoltre, essi possono tracciare una Linea di Vista come se fossero Enormi, da qualsiasi punto del Fronte del Bastione Infernale quando utilizzano armi da tiro o lanciano incantesimi. In questo caso, finché l'unità possiede almeno un Rango Completo: • Fino a 20 modelli possono effettuare attacchi da tiro. Questi modelli possono tirare a prescindere dal rango in cui sono collocati. • Misura la loro gittata dal Bastione Infernale.
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.
Muovere o Tirare
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.
Guardia del Corpo
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.
Scudo
+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.
Falla nella Fornace
Invece di tirare sulla Tabella delle Avarie come di norma, applica le seguenti Avarie: • [b]2 o meno[/b]: Il modello non può usare la sua Arma d'Artiglieria fino alla fine della partita. Inoltre, gli Attacchi stritolanti del modello diventano [b]Attacchi Infuocati[/b] e [b]Attacchi Magici[/b]. • [b]3+[/b]: Il modello perde 1 Punto Vita senza tiri protezione di alcun tipo.
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.
Infiammabile
Flammable
Calibro incrementato
La gittata massima delle Armi d'artiglieria del modello è raddoppiata. Le unità nemiche colpite dall'arma subiscono -1" Avanzata, fino ad un minimo di 3" e -2" Marcia fino ad un minimo di 6". Questi effetti durano fino all'inizio del prossimo Turno del Giocatore amico.
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.
Non Può Essere Calpestato
Cannot be Stomped
Presidiante
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.
Chiavi della Cittadella
Il modello [b]deve[/b] acquistare Incanti d'Arma per almeno due delle sue armi.
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.
Impassibile
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.
Falcata Rapida
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.
Viaggiatore
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.
Esclusivo
Exclusive
Fuga Simulata
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.
Fiamme della Fucina
La somma dei valori Fiamme della Fucina indicati tra parentesi di tutti i modelli dell'armata è limitata a 1 per 750 Punti dell'esercito, arrotondando per eccesso.
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.
Magistrati Teocrati
L'unità del modello e ciascuna unità a contatto di base con essa ottengono [b]Resistenza alla Magia (2)[/b], la quale si applica anche agli incantesimi amici. Questo valore di Resistenza alla Magia non può essere incrementato.
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.
Giare d'Olio
Se uno o più attacchi simultanei con Giare d'Olio colpiscono, l'unità bersaglio degli attacchi ottiene un Segnalino Incendiario dopo aver risolto questi attacchi.
Oil Flasks
If one or more simultaneous attacks with Oil Flasks hit, after resolving these attacks, the target unit gains one Incendiary marker.
Volo
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).
Tempra
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
Gigante Vede, Gigante Fa
Il modello ottiene Armatura Infernale e [b]Marchio Infernale[/b].
Giant See, Giant Do
The model gains Infernal Armour and [b]Infernal Brand[/b].
Passo Fantasma
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.
Governatore
Le unità amiche con più della metà dei modelli dotati di Giare d'Olio entro 12" da uno o più modelli con Governatore all'inizio del proprio Movimento di Marcia ottengono +2" Marcia. Inoltre, il modello può aggregarsi alle unità di Leve del Vassallo. Questo prevale sulla restrizione di Insignificante.
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.
Odio
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.
Inanimato
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).
Irriducibile
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.
Instabile
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).
Marchio Infernale
Il modello ottiene [b]Aura di Comando[/b] con le seguenti limitazioni: ha una gittata di 6" e può influenzare solo i modelli Insignificanti. Inoltre, le unità di Altezza Normale con più di metà dei propri modelli che possiedono Marchio infernale raddoppiano il numero dei propri Ranghi Completi ai fini di Incrollabile durante il primo Round di Combattimento, a meno che esse non siano in Carica.
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.
Non un Capo
The model cannot be the General.
Not a Leader
The model cannot be the General.
Macchina da Guerra
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.
Piattaforma di Guerra
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.
Picca
Spear
Lancia Pesante
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.
Truppe Leggere
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.
Maestro d'Armi
Weapon Master
Mechanised Support
The model must be deployed in, and can only join, a unit that includes at least one R&F model with Infernal Brand. The model can never voluntarily leave its unit.
Mechanised Support
The model must be deployed in, and can only join, a unit that includes at least one R&F model with Infernal Brand. The model can never voluntarily leave its unit.
Sovrannaturale
Supernal
Senza Marchio
Il modello non può prendere alcun Oggetto Speciale da questo Libro dell'Esercito, e non può lanciare Maledizione di Nezibkesh (Incantesimo ereditario). Inoltre, esso non può aggregarsi ad unità in cui più di metà dei modelli abbiano la regola Marchi Infernale o ad unità di Schiavi in Catene.
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.
Parata
Parry
Rabbia
Ogni volta che il modello perde un Punto Vita, ottiene +1 Numero di Attacchi. Ogni volta che il modello ottiene un Punto Vita, perde -1 Numero di Attacchi.
Rage
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers -1 Attack Value.
Secrets of Nezibkesh
When the model successfully casts Curse of Nezibkesh (Hereditary Spell), the target immediately gains 1 Incendiary marker.
Secrets of Nezibkesh
When the model successfully casts Curse of Nezibkesh (Hereditary Spell), the target immediately gains 1 Incendiary marker.
Solitary
The model may never join units or be joined by other Characters.
Solitary
The model may never join units or be joined by other Characters.
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.

Magic Items usable by the army

IT EN
Lega dell'alchimista
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
Respiro del Toro d'Ottone
Il modello del portatore ottiene +1 Punto Vita e il portatore ottiene [b]Attacco a Soffio (Attacchi Tossici)[/b].
Breath of the Brass Bull
The bearer's model gains +1 Health Point and the bearer gains [b]Breath Attack (Toxic Attacks)[/b].
Anello dell'Essiccazione
All'inizio di ogni Round di Combattimento, ciascuna unità nemica a contatto di base con il modello del portatore ottiene un Segnalino [b]Incendiario[/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.
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.
Scettro da battaglia
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.
Infusione di basalto
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.
Bastone del drago
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
Pergamena vincolante
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.
Fiammata di Protezione
Il portatore ottiene +3 all'Armatura. Ciascun modello nemico a contatto di base con il modello del portatore che potrebbe assegnare uno o più dei propri Attacchi da Corpo a Corpo ad esso ma non lo fa, dopo aver risolto i suoi Attacchi da Corpo a Corpo, subisce 1 colpo a Forza 4, Penetrazione Armatura 0 e [b]Attacchi Infuocati[/b], distribuiti sulla propria Riserva di Punti Vita. Questo è considerato un Attacco Speciale.
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.
Iscrizioni benedette
Attacks made with this weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
Blessed Inscriptions
Attacks made with this weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
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.
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.
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″.
Sfera di cristallo
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.
Frantuma scudi
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+.
Occhio del Toro
Gli Attacco da Corpo a Corpo e gli Attacchi da Tiro effettuati con quest'arma colpiscono automaticamente. Questi colpi sono risolti a Penetrazione Armatura 10 e sono textbfAttacchi magici. La Forza degli Attacco da Corpo a Corpo del portatore è [b]fissata[/b] al valore di Abilità Offensiva del portatore, ignorando il modificatore di +1 a Forza di Ascia Detonante, e la Forza degli Attacchi da Tiro dell'arma è [b]fissata[/b] a 5. Inoltre, mentre usa quest'arma, il Numero di Attacchi del portatore è [b]fissato[/b] ad 1 e gli Attacco da Corpo a Corpo effettuati con quest'arma ottengono [b]Ferite Multiple (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].
Monile portafortuna
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.
Cimelio magico
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.
Luce purificante
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.
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.
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.
Corona del re mago
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).
Corona dell'autarchia
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″.
Vespertino (Scudo)
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.
Dadi di Lugar
Una singola parte del modello del portatore può ripetere un singolo tiro per colpire, per ferire, o Tiro Armatura fallito per Turno del Giocatore. Gli Attacchi Distruttivi non vengono infuenzati.
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.
Mortifrago
The wearer gains +1 Armour and Fortitude (4+).
Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
Destrezza ultraterrena
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.
Gemma draconica
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.
Vincolo di Kadim
L'arma del portatore perde A Due Mani, se presente. Mentre usa questo Scudo, il portatore ottiene [b]Egida (+1, contro Attacchi Infuocati, max 2+)[/b] e [b]Parata[/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].
Essenza di una mente libera
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.
Fiamma d'Oriente
Il portatore ottiene [b]Abbraccio Vulcanico (D3)[/b] nella Fase di Mischia mentre usa quest'arma.
Flame of the East
The wielder gains [b]Volcanic Embrace (D3)[/b] in the Melee Phase while using this weapon.
Forza titanica
Attacks made with this weapon gain +3 Strength and become Magical Attacks.
Titanic Might
Attacks made with this weapon gain +3 Strength and become Magical Attacks.
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.
Idolo d'Oro di Shamut
Se il portatore è un modello di Fanteria, la sua Avanzata è [b]fissata[/b] a 4" e la sua Marcia è [b]fissata[/b] a 12". In aggiunta, il portatore può lanciare Gloria dell'Oro (Alchemia) come Incantesimo Infuso con Livello di Potere (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).
Sterminatrice di re
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.
Vambraci del lampo
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).
Maschera delle Ere
Il portatore ottiene [b]Egida (5+, contro Attacchi Speciali)[/b], [b]Egida (5+, contro Attacchi Magici)[/b], e [b]Paura[/b]. Inoltre, Il bersaglio [b]deve[/b] ripetere i tiri per colpire falliti con i suoi Attacchi da Corpo a Corpo.
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.
Nucleo d'Onice
Gli attacchi effettuati con quest'arma diventano [b]Attacchi Infuocati[/b] [b]Attacchi Magici[/b] ed ottengono [b]Ferite Multiple (D3, contro Infiammabile)[/b]. Inoltre, la loro Forza è [b]fissata[/b] a 6 ed ignora il modificatore di +1 Forza dato da Arma Infernale.
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.
Pietra d'ossidiana
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.
Pozione della rapidit
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.
Scettro del potere
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).
Tavola di Vezodinezh
Quando il portatore tenta di lanciare un incantesimo non-Infuso usando 3 o più Dadi magia, puoi considerare un singolo risultato di '1' o '2' tirato come un '3'. Se il portatore dovesse subire un Incidente di Lancio Fuoco Stregato, consideralo invece come Inferno Magico.
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.
Talismano di protezione
The bearer gains Aegis (5+).
Talisman of Shielding
The bearer gains Aegis (5+).
Talismano del vuoto
The bearer gains Channel (1).
Talisman of the Void
The bearer gains Channel (1).
Tocco di grandigia
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).

Magic Standards usable by the army

IT EN
Icona d'etere
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.
Il Vessillo del Padrone
Applica i seguenti effetti mentre l'unità del portatore è entro 6" da uno o più modelli con Marchio Infernale: • I modelli nell'unità del portatore senza Marchio Infernale ottengono [b]Estasi della Battaglia[/b]. • Se l'unità del portatore è composta interamente da modelli senza Marchio Infernale, essa può ripetere i tiri per la Distanza di Carica falliti nella Fase di Carica.
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.
Insegna della disciplina
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.
Insegna della velocit
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.
Insegna della compagnia implacabile
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.
Stendardo del Secondo Marchio
L'unità del portatore non soffre il -1 per colpire dato dalla Reazione alla Carica Resistere e Tirare. Inoltre, alla fine della Fase di Carica, immediatamente dopo aver risolto tutti i Movimenti di Carica, l'unità del portatore può effettuare una Riorganizzazione in Combattimento (secondo le normali regole) se tutte le seguenti condizioni sono soddisfatte: • L'unità del portatore è composta interamente da modelli di Fanteria e/o Gruppi Artiglieria. • L'unità del portatore ha effettuato una Reazione alla Carica Resistere e Tirare in questa fase. • L'unità del portatore è stata caricata con successo durante questa fase.
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). • • •
Stendardo infuocato
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.
Stendardo della legione
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.
Stendardo dell'oppressore
The bearer’s unit gains Strider.
Stalker's Standard
The bearer’s unit gains Strider.
Insegna lacerante
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
Icona di Ashuruk
Un solo uso. Può essere attivata all'inizio di ogni Fase di Mischia. Il portatore ottiene [b]Abbraccio Vulcanico (X)[/b], dove X è il numero di unità amiche entro 6" dall'unità del portatore che contengono almeno un modello con Attacchi Magici. Inoltre, gli attacchi effettuati da unità amiche entro 6" dal portatore perdono Attacchi Infuocati e Attacchi Magici (se applicabile), ad eccezione degli attacchi effettuati dal portatore stesso. Gli effetti durano fino alla fine del turno del giocatore.
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.

Units od the army

IT EN
Despota
Overlord
Profeta
Prophet
Visir
Vizier
Commissario Taurukh
Taurukh Commissioner
Evocatore Vassallo
Vassal Conjurer
Studioso Lamassu
Lamassu Scholar
Seggio dell'Autorità
Seat of Authority
Destriero del Vassallo
Vassal Steed
Carro Kadim
Kadim Chariot
Toro di Shamut
Bull of Shamut
Grande Toro di Shamut
Great Bull of Shamut
Bastione Infernale
Infernal Bastion
Guerrieri Infernali
Infernal Warriors
Guardia della Cittadella
Citadel Guard
Leve del Vassallo
Vassal Levies
Schiavi in Catene
Shackled Slaves
Incarnazioni Kadim
Kadim Incarnates
Carro Kadim
Kadim Chariot
Immortali
Immortals
Discepoli di Lugar
Disciples of Lugar
Esecutori Taurukh
Taurukh Enforcers
Taurukh Consacrati
Taurukh Anointed
Cavalieri Vassalli
Vassal Cavalry
Ballista dei Vassalli
Vassal Slingshot
Gruppo Artiglieria
Gunnery Team
Artiglieria Infernale
Infernal Artillery
Bastione Infernale
Infernal Bastion
Congegno Infernale
Infernal Engine
Titano Kadim
Kadim Titan
Gigante Cittadino
Citizen Giant