Vermin Swarm

Vermin Swarm

Correspondence of translations with another language

Rules and Equipments used by the army

IT EN
Distrarre
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
Egida
Aegis
Afflict
Afflict
Agguato
Ambush
Al Riparo!
Stand Behind
Alabarda
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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 .
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
Armi da Lancio
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
Throwing Weapons
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
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.
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.
Attacchi di Calpestamento
Stomp Attacks
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.
Aura di Comando
Commanding Presence
Back to the Burrows
One use only. May be activated at the end of a friendly Movement Phase, if the model’s unit: • Except this model, consists entirely of Height 1 models. • is neither Engaged nor Shaken. • is touching a friendly Tunnel Marker. Effect: 1. Remove the model’s unit from the Battlefield. 2. Place it back on the Battlefield with Ambush (within 1.5″ of a friendly Tunnel Marker). If placement is impossible, the unit is destroyed.
Back to the Burrows
One use only. May be activated at the end of a friendly Movement Phase, if the model’s unit: • Except this model, consists entirely of Height 1 models. • is neither Engaged nor Shaken. • is touching a friendly Tunnel Marker. Effect: 1. Remove the model’s unit from the Battlefield. 2. Place it back on the Battlefield with Ambush (within 1.5″ of a friendly Tunnel Marker). If placement is impossible, the unit is destroyed.
Beast
Beast
Insignificante
Insignificant
Bersaglio Difficile
Hard Target
Ferite Multiple
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Multiple Wounds
Attacks & Weapons, Melee Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle. If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
Bloodfur Praetorians
The model gains [b]Bodyguard (Vermin Senator that is the General)[/b] and Great Weapon, and loses Halberd. The model does not count towards the army's model cap of max. 120 Blackfur Veterans.
Bloodfur Praetorians
The model gains [b]Bodyguard (Vermin Senator that is the General)[/b] and Great Weapon, and loses Halberd. The model does not count towards the army's model cap of max. 120 Blackfur Veterans.
Bloodpox Blades
Close Combat Weapon Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
Bloodpox Blades
Close Combat Weapon Paired Weapons. Attacks made with Bloodpox Blades gain Poison Attacks
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.
Caelysian Pantheon
Caelysian Pantheon
Callous
Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions: • Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). • Roll to hit as normal against the intended target. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.
Callous
Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions: • Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). • Roll to hit as normal against the intended target. Immediately after determining the number of hits, roll a D6 for each hit. On a roll of 4+, the hit is distributed onto a randomly chosen friendly unit Engaged with the original target. Otherwise, proceed as normal.
Canalizzare
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Channel
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
Cannon Fodder
Shooting Attacks against enemy units in base contact with one or more models with Cannon Fodder gain +1 to hit.
Cannon Fodder
Shooting Attacks against enemy units in base contact with one or more models with Cannon Fodder gain +1 to hit.
Carica Devastante
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Devastating Charge
Attacks & Weapons, Melee A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1 Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all of them when charging.
Celato
Hidden
Cohort Coordination
While the model's unit is Steadfast and does not suffer from Disrupted Ranks, the model gains [b]Fight in Extra Rank[/b]. Check if the conditions are met and apply the effects at the start of each Initiative Step.
Cohort Coordination
While the model's unit is Steadfast and does not suffer from Disrupted Ranks, the model gains [b]Fight in Extra Rank[/b]. Check if the conditions are met and apply the effects at the start of each Initiative Step.
Combattere su Rango Extra
Fight in Extra Rank
Construct
Construct
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.
Cult of Errahman
Whenever a natural '1' is rolled to hit for an enemy Close Combat Attack allocated towards a model with Cult of Errahman, the model part inflicts 1 hit with Toxic Attacks on the attacking model's unit in the same Initiative Step, before any casualties are removed. R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.
Cult of Errahman
Whenever a natural '1' is rolled to hit for an enemy Close Combat Attack allocated towards a model with Cult of Errahman, the model part inflicts 1 hit with Toxic Attacks on the attacking model's unit in the same Initiative Step, before any casualties are removed. R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.
Darkstone Generator
Shooting Weapon. Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!. The attacks hit automatically. Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually. These shots are not randomized using the rules for Callous.
Darkstone Generator
Shooting Weapon. Range 12″, Shots D6+1, Strength D6+1, Armour Penetration 3, March and Shoot, Mishap (Roll for number of Shots), Reload!. The attacks hit automatically. Trial and Terror: The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually. These shots are not randomized using the rules for Callous.
Deepfire Grenades
Shooting Weapon. Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Deepfire Grenades
Shooting Weapon. Range 8″, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire. When shooting at an enemy unit Engaged in Combat, hits are distributed onto a randomly chosen friendly unit Engaged with the original target on a roll of 5+ instead of 4+.
Underground Arrival
Underground Arrival: Once per game, at the end of the owner’s Movement Phase if the model is not Engaged or Shaken you may: 1. Mark a point on the Battlefield with a Tunnel Marker touching the model, unless there are 4 friendly Tunnel Markers on the Battlefield. 2. Remove the model from the Battlefield. 3. The model is now in Ambush (within 1.5″ of a friendly Tunnel Marker) and may roll Ambush rolls normally next turns.
Underground Arrival
Underground Arrival: Once per game, at the end of the owner’s Movement Phase if the model is not Engaged or Shaken you may: 1. Mark a point on the Battlefield with a Tunnel Marker touching the model, unless there are 4 friendly Tunnel Markers on the Battlefield. 2. Remove the model from the Battlefield. 3. The model is now in Ambush (within 1.5″ of a friendly Tunnel Marker) and may roll Ambush rolls normally next turns.
Determinato
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
Disciplined
Disciplined
Diseased
Diseased
Dying Blow
Dying Blow
Emplacement
Emplacement
Terrore
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Terror
The model gains Fear and is immune to the effects of Terror. When a unit with one or more models with Terror Declares a Charge, its target must take a Panic Test. If the test is failed, the target of the charge must declare a Flee Charge Reaction, if able to do so.
Esclusivo
Exclusive
Fire Rats
Universal Rule. The model gains Flaming Attacks and Flammable, and its base size is changed to 25×50mm. Immediately before the model is removed as a casualty as a result of any enemy Melee Attack, it inflicts 1 hit with Str 3, AP 0, and Flaming Attacks on the attacking unit. This is considered a Special Attack.
Fire Rats
Universal Rule. The model gains Flaming Attacks and Flammable, and its base size is changed to 25×50mm. Immediately before the model is removed as a casualty as a result of any enemy Melee Attack, it inflicts 1 hit with Str 3, AP 0, and Flaming Attacks on the attacking unit. This is considered a Special Attack.
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
Giant See, Giant Do
Universal Rule. The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.
Giant See, Giant Do
Universal Rule. The model gains Brood’s Courage (Rats-at-Arms) and Safety in Numbers.
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.
Holy Triumvirate
If there are at least 3 models with [b]Holy Triumvirate[/b] on your Army List, and they all have either Caelysian Pantheon or they all have Cult of Errahman, these models can all select spells as follows: • [b]Wizard Apprentices[/b]: select from the Learned Spells 1, 2, 3, and 4 of their chosen Path and the Hereditary Spell. • [b]Wizard Adepts[/b]: select from the Learned Spells 1, 2, 3, 4, 5, and 6 of their chosen Path and the Hereditary Spell.
Holy Triumvirate
If there are at least 3 models with [b]Holy Triumvirate[/b] on your Army List, and they all have either Caelysian Pantheon or they all have Cult of Errahman, these models can all select spells as follows: • [b]Wizard Apprentices[/b]: select from the Learned Spells 1, 2, 3, and 4 of their chosen Path and the Hereditary Spell. • [b]Wizard Adepts[/b]: select from the Learned Spells 1, 2, 3, 4, 5, and 6 of their chosen Path and the Hereditary Spell.
Schermagliatore
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank). Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
Imperator
While within range of the model’s Commanding Presence, other friendly units gain Fearless and Unstable and the number of Health Point losses ignored due to Life is Cheap is decreased by 2.
Imperator
While within range of the model’s Commanding Presence, other friendly units gain Fearless and Unstable and the number of Health Point losses ignored due to Life is Cheap is decreased by 2.
Instabile
Unstable
Non un Capo
The model cannot be the General.
Not a Hero
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.
Life is Cheap
When calculating Combat Score, halve the number of Health Point losses of models with Life is Cheap, rounding fractions up. This does not include Combat Score bonuses from Overkill.
Life is Cheap
When calculating Combat Score, halve the number of Health Point losses of models with Life is Cheap, rounding fractions up. This does not include Combat Score bonuses from Overkill.
Legionary
Legionary
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
Maniacal Enthusiasm
When the model makes a dice roll of the type defined in brackets (“X”), after seeing the result you may choose to add +2 to the result rolled. If this modifier is used, immediately roll a D6 and consult the table below: • 1–2 Oops: Change the target of the spell or Shooting Attack being rolled for to the nearest other friendly unit (to the model making the attack. This unit does not ned to be within Line of Sight or Range.). • 3–4 Room for Improvement: The model’s unit suffers D6 hits with Str 4 AP 1. • 5–6 Glorious Success!: No additional effect.
Maniacal Enthusiasm
When the model makes a dice roll of the type defined in brackets (“X”), after seeing the result you may choose to add +2 to the result rolled. If this modifier is used, immediately roll a D6 and consult the table below: • 1–2 Oops: Change the target of the spell or Shooting Attack being rolled for to the nearest other friendly unit (to the model making the attack. This unit does not ned to be within Line of Sight or Range.). • 3–4 Room for Improvement: The model’s unit suffers D6 hits with Str 4 AP 1. • 5–6 Glorious Success!: No additional effect.
Metal Armour
Metal Armour
Sovrannaturale
Supernal
Unstable Engines
Units consisting entirely of models with Unstable Engines: • Gain +D6" to their Charge Range rolls in the Charge Phase. Also add this D6 to the Failed Charge distance. • Immediately after choosing to perform a March Move, gain +D6" March Rate. The effects last until the end of the phase. Immediately before a model is removed as a casualty from the unit, the model inflicts D6 hits with Strength 4, Armour Penetration 0 and Flaming Attacks on all other units within 6" of the model's unit.. These hits are considered Special Attacks.
Unstable Engines
Units consisting entirely of models with Unstable Engines: • Gain +D6" to their Charge Range rolls in the Charge Phase. Also add this D6 to the Failed Charge distance. • Immediately after choosing to perform a March Move, gain +D6" March Rate. The effects last until the end of the phase. Immediately before a model is removed as a casualty from the unit, the model inflicts D6 hits with Strength 4, Armour Penetration 0 and Flaming Attacks on all other units within 6" of the model's unit.. These hits are considered Special Attacks.
Mount
Mount
Mutant
Mutant
Pistola
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
Pistol
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
Plague Flail
Close Combat Weapon. Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
Plague Flail
Close Combat Weapon. Halberd. The wielder gains Devastating Charge (Lethal Strike). In addition, the wielder and enemy units in base contact with one or more models using a Plague Flail suffer -1 Defensive Skill.
Rage
Rage
Sling
Shooting Weapon. Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Sling
Shooting Weapon. Range 18″, Shots 1, Str 3, AP 0. The attack gains +1 Strength when shooting from Short Range.
Testudo
Close Combat Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains Parry while using this weapon.
Testudo
Close Combat Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains Parry while using this weapon.
Unit of Artillery
If one model in this unit is affected by an Engineer, all models in this unit are affected by the Engineer.
Unit of Artillery
If one model in this unit is affected by an Engineer, all models in this unit are affected by the Engineer.
Unruly
Unruly
Vermin
Vermin
Weakness
Weakness
Zeal
Zeal

Magic Items usable by the army

IT EN
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3. Note that this means it cannot be improved beyond 3. It is still affected by AP.
Destiny's Call
Aegis (4+), and the wearer’s model’s Arm is set to always 3. Note that this means it cannot be improved beyond 3. It is still affected by AP.
Rodentium Bullets
The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.
Rodentium Bullets
The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.
Infusione di basalto
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Basalt Infusion
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
Plague-Hermit's Blessing
The number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.
Plague-Hermit's Blessing
The number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.
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
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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.
Cowl of the Apostate
If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.
Cowl of the Apostate
If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.
Monile portafortuna
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Mimic Cloak
Stand Behind
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 knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
Crown of Hubris
At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.
Crown of Hubris
At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.
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).
Darkstone Detonator
At the end of any friendly Movement Phase after the first, the bearer may remove a single friendly Tunnel Marker within 24″ of it. If so, apply the following effects before removing the Tunnel Marker: • Each unengaged unit within 4″ of the Tunnel Marker suffers 2D6 hits with Str 4 and AP 1. • If one or more units that are Engaged in the same Combat are within 4″ of the Tunnel Marker, a total of 2D6 hits with Str 4 and AP 1 is inflicted. Roll a D6 for each hit: on a roll of 4+, the hit is distributed onto a randomly chosen friendly unit; otherwise, the hit is distributed onto a randomly chosen enemy unit.
Darkstone Detonator
At the end of any friendly Movement Phase after the first, the bearer may remove a single friendly Tunnel Marker within 24″ of it. If so, apply the following effects before removing the Tunnel Marker: • Each unengaged unit within 4″ of the Tunnel Marker suffers 2D6 hits with Str 4 and AP 1. • If one or more units that are Engaged in the same Combat are within 4″ of the Tunnel Marker, a total of 2D6 hits with Str 4 and AP 1 is inflicted. Roll a D6 for each hit: on a roll of 4+, the hit is distributed onto a randomly chosen friendly unit; otherwise, the hit is distributed onto a randomly chosen enemy unit.
Mortifrago
The wearer gains +1 Armour and Fortitude (4+).
Death Cheater
+1 Arm and Fortitude (4+).
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Dragon’s Brew
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
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.
Favanite Powder
When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).
Favanite Powder
When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).
Secrets of the Doom Blade
Strength is setto 10, AP is setto 10 and gains Divine Attacks, Frenzy, Fury, and Multiple Wounds (3, against Aegis).
Secrets of the Doom Blade
Strength is setto 10, AP is setto 10 and gains Divine Attacks, Frenzy, Fury, and Multiple Wounds (3, against Aegis).
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
Giant Slayer
Crush Attack. This Crush Attack always hits on 4+.
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
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
Tarina's Lyre
Stomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
Tarina's Lyre
Stomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
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.
Vorpal Binding
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Swarm Master
While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.
Swarm Master
While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.
Mask of Mindless Violence
Frenzy and Rage.
Mask of Mindless Violence
Frenzy and Rage.
Pietra d'ossidiana
The bearer gains Magic Resistance (2).
Obsidian Rock
Magic Resistance (2).
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
+3 Agi.
Potion of Healing
The bearer’s model Recovers 1 HP.
Potion of Healing
The bearer’s model Recovers 1 HP.
Potion of Rat Form
During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).
Potion of Rat Form
During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).
Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Scroll of Power
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
Spell Scroll (weight Of Judgement)
May be activated at any time during your Magic Phase. The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Spell Scroll (weight Of Judgement)
May be activated at any time during your Magic Phase. The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
Storm Rocket
Aim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.
Storm Rocket
Aim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.
Talismano di protezione
The bearer gains Aegis (5+).
Talisman of Shielding
Aegis (5+).
Talismano del vuoto
The bearer gains Channel (1).
Talisman of the Void
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
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
+1 Str and +1 AP.
Tome of the Ratking
The bearer’s unit gains Unstable.
Tome of the Ratking
The bearer’s unit gains Unstable.
Troll Tonic
Fortitude (5+).
Troll Tonic
Fortitude (5+).
Warding of Unity
Attached and Resistance (Melee Attacks).
Warding of Unity
Attached and Resistance (Melee Attacks).
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.
Wild Warding
+3 Arm. The Armour Value can never be improved beyond 5.

Magic Standards usable by the army

IT EN
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Aether Icon
The bearer’s unit gains Magic Resistance (1).
Sacred Aquila
The bearer and Rank-and-File models in the bearer’s unit gain Fury. Additionally, for each natural to-hit roll of ‘1’ with a Melee Attack made by the bearer’s unit, the bearer’s unit suffers 1 hit with Str 3 and AP 0 in the same Agility Step.
Sacred Aquila
The bearer and Rank-and-File models in the bearer’s unit gain Fury. Additionally, for each natural to-hit roll of ‘1’ with a Melee Attack made by the bearer’s unit, the bearer’s unit suffers 1 hit with Str 3 and AP 0 in the same Agility Step.
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 Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Cha and +1″ Mob.
Bell of the Deep Roads
The bearer’s unit gains Ambush (within 1.5″ of a friendly Tunnel Marker).
Bell of the Deep Roads
The bearer’s unit gains Ambush (within 1.5″ of a friendly Tunnel Marker).
Distortion Emblem
One use only. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
Distortion Emblem
One use only. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2) until the end of the Player Turn.
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
Stalker’s Standard
The bearer’s unit gains Strider.
Stalker’s Standard
The bearer’s unit gains Strider.

Units od the army

IT EN
Ruinous Dictator
Ruinous Dictator
Vermin Senator
Vermin Senator
Bloodfur Legate
Bloodfur Legate
House Prefect
House Prefect
Swarm Priest
Swarm Priest
Duskblade Assassin
Duskblade Assassin
Senatorial Litter
Senatorial Litter
Praetorian Brute
Praetorian Brute
Triumphal Platform
Triumphal Platform
Sacred Platform
Sacred Platform
Vermin Slingers
Vermin Slingers
Vermin Legionaries
Vermin Legionaries
Blackfur Veterans
Blackfur Veterans
Bloodfur Praetorians
Bloodfur Praetorians
Vermin Slaves
Vermin Slaves
Plague Cultists
Plague Cultists
Giant Rats
Giant Rats
Plague Disciples
Plague Disciples
Rat Swarms
Rat Swarms
Giant Rats
Giant Rats
Fire Rats
Fire Rats
Vermin Brutes
Vermin Brutes
Gladiator Brutes
Gladiator Brutes
Legionary Drill Team
Legionary Drill Team
Shadowfur Stalkers
Shadowfur Stalkers
Doomspark Device
Doomspark Device
Thunder Brutes
Thunder Brutes
Ignifier Grenadiers
Ignifier Grenadiers
Experimental Weapon Teams
Experimental Weapon Teams
Vermin Artillery
Vermin Artillery
Stygian Earthbreaker
Stygian Earthbreaker
Dreadmill Chariots
Dreadmill Chariots
Arena Beast
Arena Beast
Verminous Giant
Verminous Giant