Correspondence of translations with another language
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Above the Masses
When a Magister riding the Doom Bell chooses targets for Spells with Type: Direct, it ignores the restriction of only choosing targets in the Front Arc.
When a Magister riding the Doom Bell chooses targets for a Spells with Type: Missile, it can draw Line of Sight in 360o (from any point of the Doom Bell’s base) and may cast Missile Spells even when Engaged in Combat.
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Above the Masses
When a Magister riding the Doom Bell chooses targets for Spells with Type: Direct, it ignores the restriction of only choosing targets in the Front Arc.
When a Magister riding the Doom Bell chooses targets for a Spells with Type: Missile, it can draw Line of Sight in 360o (from any point of the Doom Bell’s base) and may cast Missile Spells even when Engaged in Combat.
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Tag-Along
If a model with this special rule is within 3" of a non-fleeing Rats-at-Arms or Vermin Guard unit, it gains Ward Save (4+) against Ranged Attacks.
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Tag-Along
If a model with this special rule is within 3" of a non-fleeing Rats-at-Arms or Vermin Guard unit, it gains Ward Save (4+) against Ranged Attacks.
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Handlers
The unit may always perform a Swift Reform as if it had a Musician.
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Handlers
The unit may always perform a Swift Reform as if it had a Musician.
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Halberd
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Halberd
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Schwere Rüstung
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Heavy Armour
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Waffenpaar
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Paired Weapons
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Light Armour
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Light Armour
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Throwing Weapons
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Throwing Weapons
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Armour Piercing (6)
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Armour Piercing (6)
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Master of Assassins
Units other than Footpads, Gutter Blades, or a lone Sicarra Assassin cannot use the Sicarra Assassin’s Leadership for Leadership Tests the unit is required to take.
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Master of Assassins
Units other than Footpads, Gutter Blades, or a lone Sicarra Assassin cannot use the Sicarra Assassin’s Leadership for Leadership Tests the unit is required to take.
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Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
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Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
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Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would
normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on).
The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. 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 Vangarding units.
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Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would
normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on).
The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. 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 Vangarding units.
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Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
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Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
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Schild
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Shield
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Breath Weapon (Toxic Attacks)
Models parts w ith this special rule can use it only once during the game. If a model has more than one Breath Weapon, it can only use one Breath Weapon in a single phase. It can be used either as a Special Shooting Attack or as a Special Close Combat Attack.
● As a Special Shooting Attack (normally in the Shooting Phase): Choose a target using the normal rules for Shooting Attacks. The attack has a Range of 6”. This attack can be used even if the model Marched previously in this turn, as well as for a Stand and Shoot Charge Reaction .
● As a Special Close Combat Attack (normally in the Close Combat Phase): The attack is made at the model part's Initiative. Declare that you are using the Breath Weapon when allocating attacks, and choose a unit in base contact to attack with it.
No matter if it is used as a Shooting or Close Combat Attack, a Breath Weapon causes 2D6 automatic hits on its target.
The Strength and the special rules (if any) of these hits are given within brackets, such as “Breath Weapon (Strength 4, Flaming Attacks)”.
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Breath Weapon (Toxic Attacks)
Models parts w ith this special rule can use it only once during the game. If a model has more than one Breath Weapon, it can only use one Breath Weapon in a single phase. It can be used either as a Special Shooting Attack or as a Special Close Combat Attack.
● As a Special Shooting Attack (normally in the Shooting Phase): Choose a target using the normal rules for Shooting Attacks. The attack has a Range of 6”. This attack can be used even if the model Marched previously in this turn, as well as for a Stand and Shoot Charge Reaction .
● As a Special Close Combat Attack (normally in the Close Combat Phase): The attack is made at the model part's Initiative. Declare that you are using the Breath Weapon when allocating attacks, and choose a unit in base contact to attack with it.
No matter if it is used as a Shooting or Close Combat Attack, a Breath Weapon causes 2D6 automatic hits on its target.
The Strength and the special rules (if any) of these hits are given within brackets, such as “Breath Weapon (Strength 4, Flaming Attacks)”.
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Brood’s Courage (Plague Brotherhood)
A unit with this special rule can use the Full Ranks of units of (X) within 6" as their own for the purpose of calculating the Leadership bonus from Safety in Numbers.
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Brood’s Courage (Plague Brotherhood)
A unit with this special rule can use the Full Ranks of units of (X) within 6" as their own for the purpose of calculating the Leadership bonus from Safety in Numbers.
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Brood’s Courage (Rats-at-Arms, Vermin Guard)
A unit with this special rule can use the Full Ranks of units of (X) within 6" as their own for the purpose of calculating the Leadership bonus from Safety in Numbers.
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Brood’s Courage (Rats-at-Arms, Vermin Guard)
A unit with this special rule can use the Full Ranks of units of (X) within 6" as their own for the purpose of calculating the Leadership bonus from Safety in Numbers.
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Broods Courage
A unit with this special rule can use the Full Ranks of units of (X) within 6" as their own for the purpose of calculating the Leadership bonus from Safety in Numbers
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Broods Courage
A unit with this special rule can use the Full Ranks of units of (X) within 6" as their own for the purpose of calculating the Leadership bonus from Safety in Numbers
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Calculating
Grenadiers may reroll dice for Callous (randomizing hits) that resulted in hitting friendly units.
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Calculating
Grenadiers may reroll dice for Callous (randomizing hits) that resulted in hitting friendly units.
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Callous
A model with this special rule is allowed to use non-Artillery Shooting Weapons against an enemy unit which is Engaged in Combat with friendly units if all friendly units Engaged in the Combat are Infantry and/or Swarms. All units Engaged in this Combat are ignored for Cover purposes. When shooting at an enemy unit Engaged in Combat with friendly units, roll to hit as normal and then randomize each hit scored. On a 4+ it hits the target, otherwise it hits a friendly unit Engaged in that Combat (randomize if several friendly units are involved in the Combat).
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Callous
A model with this special rule is allowed to use non-Artillery Shooting Weapons against an enemy unit which is Engaged in Combat with friendly units if all friendly units Engaged in the Combat are Infantry and/or Swarms. All units Engaged in this Combat are ignored for Cover purposes. When shooting at an enemy unit Engaged in Combat with friendly units, roll to hit as normal and then randomize each hit scored. On a 4+ it hits the target, otherwise it hits a friendly unit Engaged in that Combat (randomize if several friendly units are involved in the Combat).
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Channel
Each model part with this special rule adds +1 to its side's Channel rolls. All Wizards have this special rule.
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Channel
Each model part with this special rule adds +1 to its side's Channel rolls. All Wizards have this special rule.
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Impact Hits (+2)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
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Impact Hits (+2)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
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Impact Hits (1)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
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Impact Hits (1)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
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Tail Weapon
When using mundane weapons, the wielder gains +1 Attack.
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Tail Weapon
When using mundane weapons, the wielder gains +1 Attack.
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Fight in Extra Rank
Models with this special rule can make Supporting Attacks from an additional Rank. (So, normally, this means that models with this special rule will be able to make Supporting Attacks from the 3rd rank). This rule is cumulative, allowing an additional rank to make Supporting Attacks for each instance of this special rule.
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Fight in Extra Rank
Models with this special rule can make Supporting Attacks from an additional Rank. (So, normally, this means that models with this special rule will be able to make Supporting Attacks from the 3rd rank). This rule is cumulative, allowing an additional rank to make Supporting Attacks for each instance of this special rule.
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Herding the Swarm
A model with this rule increases the range of its Inspiring Presence by 6".
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Herding the Swarm
A model with this rule increases the range of its Inspiring Presence by 6".
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Professional Courtesy
Assassins cannot join (nor be deployed in) units that contain another Assassin. Assassins may perform Make Way moves even when they are in base contact with an enemy model.
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Professional Courtesy
Assassins cannot join (nor be deployed in) units that contain another Assassin. Assassins may perform Make Way moves even when they are in base contact with an enemy model.
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Daemonic Instability
When a unit with this Special Rule fails a Break Test, it does not flee from combat. Instead, it suffers a number of Wounds equal to the amount by which the test was failed (Simplified formula: 2D6+CSLd), ignoring the usual minimum 0 for its Leadership Characteristic. These Wounds are distributed following the rules for Unstable, with no saves of any kind allowed. Only characters with Daemonic Instability can join units with Daemonic Instability, and Characters with Daemonic Instability cannot join units without Daemonic Instability. If a model has both Daemonic Instability and Unstable, disregard the latter.
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Daemonic Instability
When a unit with this Special Rule fails a Break Test, it does not flee from combat. Instead, it suffers a number of Wounds equal to the amount by which the test was failed (Simplified formula: 2D6+CSLd), ignoring the usual minimum 0 for its Leadership Characteristic. These Wounds are distributed following the rules for Unstable, with no saves of any kind allowed. Only characters with Daemonic Instability can join units with Daemonic Instability, and Characters with Daemonic Instability cannot join units without Daemonic Instability. If a model has both Daemonic Instability and Unstable, disregard the latter.
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Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
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Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
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Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
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Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
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Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
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Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
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Disposable
Units with this rule that break from combat are immediately destroyed.
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Disposable
Units with this rule that break from combat are immediately destroyed.
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Electric Discharge
Shooting Weapon. Range 18", Strength (D6*2), Multiple Shots (3), Multiple Wounds (D3), Lightning Attacks, Magical Attacks, Reload!
During each friendly shooting phase, the Dreadmill must shoot its Electric Discharge (all three shots). The Rakachit Technician can try to prevent it from shooting by taking and passing a Leadership Test. The Dreadmill can shot even if it is Engaged in Combat, is Fleeing or have Rallied in this Player Turn. It must always choose the closest unit as its target (Friend or Foe, the controlling player may choose if several units are equally close) even if it is outside of its Front Arc and/or outside Line of Sight, and even if the target is Engaged in Combat. Each of the three shots are resolved one at a time (measure which unit is the closest, and therefore the target, before resolving each shot).
Electric Discharge shots hit automatically, roll to determine Strength once for all shots in the same phase. If a natural ‘6’ is rolled for Strength the Dreadmill has misfired and must roll on the Volatile Table. However, if the Misfire occurs when the Dreadmill is Engaged in Combat, apply the Malfunction result instead of rolling on the table.
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Electric Discharge
Shooting Weapon. Range 18", Strength (D6*2), Multiple Shots (3), Multiple Wounds (D3), Lightning Attacks, Magical Attacks, Reload!
During each friendly shooting phase, the Dreadmill must shoot its Electric Discharge (all three shots). The Rakachit Technician can try to prevent it from shooting by taking and passing a Leadership Test. The Dreadmill can shot even if it is Engaged in Combat, is Fleeing or have Rallied in this Player Turn. It must always choose the closest unit as its target (Friend or Foe, the controlling player may choose if several units are equally close) even if it is outside of its Front Arc and/or outside Line of Sight, and even if the target is Engaged in Combat. Each of the three shots are resolved one at a time (measure which unit is the closest, and therefore the target, before resolving each shot).
Electric Discharge shots hit automatically, roll to determine Strength once for all shots in the same phase. If a natural ‘6’ is rolled for Strength the Dreadmill has misfired and must roll on the Volatile Table. However, if the Misfire occurs when the Dreadmill is Engaged in Combat, apply the Malfunction result instead of rolling on the table.
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Swiftstride
When a unit composed entirely of models with this special rule 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 dice.
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Swiftstride
When a unit composed entirely of models with this special rule 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 dice.
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Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
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Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
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Multiple Wounds (D3)
Unsaved Wounds caused by attacks with this special rule or by Close Combat Attacks from model parts with this special rule are multiplied into the value given in brackets (X). If the value is a Dice (such as “Multiple Wounds (D3)”), roll one
such Dice for each unsaved Wound with this special rule. The amount of Wounds that the attack is multiplied into can never be higher than the Wounds Characteristic of the Target (excluding Wounds suffered previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a Troll (W3) and rolls a ‘5' for the amount of Wounds, this is reduced to 3 Wounds.
If (Ordnance) is stated as the value in brackets, this normally counts as Multiple Wounds (D3+1), but against targets with the Fly special rule this is increased to Multiple Wounds (D3+2). Sometimes this rule is connected to certain Troop Types or special rules. If this is the case, the Troop Type will be given within brackets (Y), for example Multiple Wounds (2, Infantry). If this is the case, only apply the Multiple Wounds rule when attacking models of the given Troop Type or possessing the given special rules.
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Multiple Wounds (D3)
Unsaved Wounds caused by attacks with this special rule or by Close Combat Attacks from model parts with this special rule are multiplied into the value given in brackets (X). If the value is a Dice (such as “Multiple Wounds (D3)”), roll one
such Dice for each unsaved Wound with this special rule. The amount of Wounds that the attack is multiplied into can never be higher than the Wounds Characteristic of the Target (excluding Wounds suffered previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a Troll (W3) and rolls a ‘5' for the amount of Wounds, this is reduced to 3 Wounds.
If (Ordnance) is stated as the value in brackets, this normally counts as Multiple Wounds (D3+1), but against targets with the Fly special rule this is increased to Multiple Wounds (D3+2). Sometimes this rule is connected to certain Troop Types or special rules. If this is the case, the Troop Type will be given within brackets (Y), for example Multiple Wounds (2, Infantry). If this is the case, only apply the Multiple Wounds rule when attacking models of the given Troop Type or possessing the given special rules.
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Sling
Shooting Weapon. Range 18", Strength 3, Quick to Fire.
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Sling
Shooting Weapon. Range 18", Strength 3, Quick to Fire.
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Plague Flail
Type: Flail. Unless using another weapon, the wielder of a Plague Flail must make a single additional Special Attack with Toxic Attacks against an enemy model in base contact, at Initiative 10. The attack hits automatically.
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Plague Flail
Type: Flail. Unless using another weapon, the wielder of a Plague Flail must make a single additional Special Attack with Toxic Attacks against an enemy model in base contact, at Initiative 10. The attack hits automatically.
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Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not
declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one.
Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
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Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not
declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one.
Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
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Gas Globes
Shooting Weapon. Range 12", Quick to Fire, Volley Fire, Magical Attacks, Armour Piercing (6). Attacks made with this weapon ignore the target's Toughness and instead wound on 4+. On a natural to-hit roll of ‘1’, the wielder suffers 1 hit with Toxic Attacks.
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Gas Globes
Shooting Weapon. Range 12", Quick to Fire, Volley Fire, Magical Attacks, Armour Piercing (6). Attacks made with this weapon ignore the target's Toughness and instead wound on 4+. On a natural to-hit roll of ‘1’, the wielder suffers 1 hit with Toxic Attacks.
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Rotary Gun
Shooting Weapon. Range 24", Strength 4, Multiple Shots (2D6*2) or Multiple Shots (3D6*2) (the owner chooses which to use). Reload!, Magical Attacks, Volatile.
This weapon never suffers from negative to-hit modifiers due to Moving and Shooting or Multiple Shots. If a double is obtained when rolling for the number of shots, the weapon misfires.
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Rotary Gun
Shooting Weapon. Range 24", Strength 4, Multiple Shots (2D6*2) or Multiple Shots (3D6*2) (the owner chooses which to use). Reload!, Magical Attacks, Volatile.
This weapon never suffers from negative to-hit modifiers due to Moving and Shooting or Multiple Shots. If a double is obtained when rolling for the number of shots, the weapon misfires.
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Naphtha Thrower
Shooting Weapon. Range 12", Strength 5, Multiple Shots (2D6), Multiple Wounds (D3), Flaming Attacks, Magical Attacks, Volatile, Reload!.
This weapon never suffers from negative to-hit modifiers due to Moving and Shooting, Multiple Shots, Cover or shooting at skirmishers . If a double is obtained when rolling for the number of shots, the weapon misfires.
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Naphtha Thrower
Shooting Weapon. Range 12", Strength 5, Multiple Shots (2D6), Multiple Wounds (D3), Flaming Attacks, Magical Attacks, Volatile, Reload!.
This weapon never suffers from negative to-hit modifiers due to Moving and Shooting, Multiple Shots, Cover or shooting at skirmishers . If a double is obtained when rolling for the number of shots, the weapon misfires.
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Globe Launcher
Shooting Weapon. Range 18", Toxic Attacks, Multiple Shots (2D6*2), Reload!, Magical Attacks, Volley Fire, Volatile.
This weapon never suffers from negative to-hit modifiers due to Moving and Shooting or Multiple Shots. If a double is obtained when rolling for the number of shots, the weapon misfires.
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Globe Launcher
Shooting Weapon. Range 18", Toxic Attacks, Multiple Shots (2D6*2), Reload!, Magical Attacks, Volley Fire, Volatile.
This weapon never suffers from negative to-hit modifiers due to Moving and Shooting or Multiple Shots. If a double is obtained when rolling for the number of shots, the weapon misfires.
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Grinding Attacks (D3)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals a number of hits equal to the value stated within brackets (D3). These automatically hit and have a Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
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Grinding Attacks (D3)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals a number of hits equal to the value stated within brackets (D3). These automatically hit and have a Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
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Grinding Attacks (D6+2)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals a number of hits equal to the value stated within brackets (D3). These automatically hit and have a Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
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Grinding Attacks (D6+2)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals a number of hits equal to the value stated within brackets (D3). These automatically hit and have a Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
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Hatred
Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
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Hatred
Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
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Honorless
Characters that are Honorless do not receive the usual penalties from refusing a challenge.
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Honorless
Characters that are Honorless do not receive the usual penalties from refusing a challenge.
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Immune to Psychology
If half or more of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
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Immune to Psychology
If half or more of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
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Innate Defense (5+)
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Innate Defense (5+)
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Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
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Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
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Jezails
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Jezails
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Safety in Numbers
Non-fleeing units comprised solely of models with this special rule add their number of Full Ranks after the first one to their Leadership (up to a maximum of +3). This rule cannot be used to modify the Leadership that is distributed by models with Inspiring Presence (but the received Inspiring Presence can be modified by Safety in Numbers).
Furthermore, if all models in a unit have this special rule, this unit gains a +1 modifier to its Flee Distance rolls.
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Safety in Numbers
Non-fleeing units comprised solely of models with this special rule add their number of Full Ranks after the first one to their Leadership (up to a maximum of +3). This rule cannot be used to modify the Leadership that is distributed by models with Inspiring Presence (but the received Inspiring Presence can be modified by Safety in Numbers).
Furthermore, if all models in a unit have this special rule, this unit gains a +1 modifier to its Flee Distance rolls.
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Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), 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 the Light Troops special rule, 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 it remains with the unit .
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Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), 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 the Light Troops special rule, 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 it remains with the unit .
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Lightning Cannon - Cannon
Cannon Artillery Weapon with Range 60", Strength D6+4, Armour Piercing (6), Magical Attacks, Lightning Attacks, [Multiple Wounds (D3+1, Clipped Wings)].
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Lightning Cannon - Cannon
Cannon Artillery Weapon with Range 60", Strength D6+4, Armour Piercing (6), Magical Attacks, Lightning Attacks, [Multiple Wounds (D3+1, Clipped Wings)].
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Lightning Reflexes
Model parts with this special rule have +1 to hit with their Close Combat Attacks. This does not apply if the model part would be striking at initiative 0 (for example due to a Great Weapon or the Mesmeric Allure spell). If this is the case, it strikes at its own Initiative instead.
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Lightning Reflexes
Model parts with this special rule have +1 to hit with their Close Combat Attacks. This does not apply if the model part would be striking at initiative 0 (for example due to a Great Weapon or the Mesmeric Allure spell). If this is the case, it strikes at its own Initiative instead.
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Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
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Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
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Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
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Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
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Meat Grinder
Type: Hand Weapon. The wielder gains Impact Hits (2D6) and Grinding Attacks (2D6) when using this weapon.
These Impact Hits and Grinding Attacks are resolved at Strength 4 with Armour Piercing (1).
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Meat Grinder
Type: Hand Weapon. The wielder gains Impact Hits (2D6) and Grinding Attacks (2D6) when using this weapon.
These Impact Hits and Grinding Attacks are resolved at Strength 4 with Armour Piercing (1).
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Tiny
Models with this rule ignore friendly units when moving in the Movement Phase, but must abide the Unit Spacing rule at the end of the move, unless charging, when the normal exceptions to the Unit Spacing rule apply.
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Tiny
Models with this rule ignore friendly units when moving in the Movement Phase, but must abide the Unit Spacing rule at the end of the move, unless charging, when the normal exceptions to the Unit Spacing rule apply.
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Thunder Hulks
In each Player Turn, a single model in the unit may choose to use one of its weapons. The other models must use their normal Hand Weapons. If a Misfire is rolled when shooting, instead of using the Volatile special rule, no shots are fired and the unit suffers D3 wounds with no saves of any kind allowed.
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Thunder Hulks
In each Player Turn, a single model in the unit may choose to use one of its weapons. The other models must use their normal Hand Weapons. If a Misfire is rolled when shooting, instead of using the Volatile special rule, no shots are fired and the unit suffers D3 wounds with no saves of any kind allowed.
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Monstrous Support
May make up to 3 supporting attacks in all ranks
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Monstrous Support
May make up to 3 supporting attacks in all ranks
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Schutz des Reittieres (5+)
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Mount’s Protection (5+)
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Schutz des Reittieres (6+)
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Mount’s Protection (6+)
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Random Movement (3D6)
Moves in Compulsory Movements subphase. Always charge, flee, pursue and overrun 3D6.
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Random Movement (3D6)
Moves in Compulsory Movements subphase. Always charge, flee, pursue and overrun 3D6.
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Not a Leader
Models with this rule can never be the General.
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Not a Leader
Models with this rule can never be the General.
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One with the Swarm
Meat Grinders can only join units of Rats-at-Arms, and loses Insignificant when it does so.
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One with the Swarm
Meat Grinders can only join units of Rats-at-Arms, and loses Insignificant when it does so.
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Otherworldly
Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
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Otherworldly
Models with this special rule have Magical Attacks, are Immune to Psychology and have a Ward Save (5+). Units with the Otherworldly special rule can only be joined by Otherworldly Characters. Similarly, Otherworldly Characters can only join Otherworldly units.
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Pavise
The wearer gains a 4+ Armour Save against Ranged Attacks.
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Pavise
The wearer gains a 4+ Armour Save against Ranged Attacks.
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War Platform
Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example 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 ever be in the same unit. Models with this rule lose Swiftstride.
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War Platform
Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example 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 ever be in the same unit. Models with this rule lose Swiftstride.
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Plague Catapult - Catapult
Catapult (4) Artillery Weapon with Range 12-48", Toxic Attacks, Magical Attacks
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Plague Catapult - Catapult
Catapult (4) Artillery Weapon with Range 12-48", Toxic Attacks, Magical Attacks
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Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit
roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice)
automatically wounds, all other hits must roll to wound as normal.
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Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit
roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice)
automatically wounds, all other hits must roll to wound as normal.
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Poisoned Attacks
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Poisoned Attacks
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Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
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Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
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Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
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Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
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Random Attacks (2D6)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to 2D6, disregarding its Attacks Characteristic (and any modifier to it).
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Random Attacks (2D6)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to 2D6, disregarding its Attacks Characteristic (and any modifier to it).
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Random Attacks (3D6)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to 2D6, disregarding its Attacks Characteristic (and any modifier to it).
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Random Attacks (3D6)
Each time a part of a model with this Special Rule has to attack in Close Combat, it will have a number of Attacks equal to 2D6, disregarding its Attacks Characteristic (and any modifier to it).
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Reckless
A model with this special rule is allowed to use non-template shooting weapons against an enemy unit in close combat with friendly units, of infantry, warbeasts or swarms, not containing any characters. When firing at an enemy unit in close combat with friendly units, roll to hit as normal and then randomize each hit scored. On a 4+ direct it against the target. On 1-3 direct it against a friendly unit in that combat (randomize if several friendly units are involved in the combat).
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Reckless
A model with this special rule is allowed to use non-template shooting weapons against an enemy unit in close combat with friendly units, of infantry, warbeasts or swarms, not containing any characters. When firing at an enemy unit in close combat with friendly units, roll to hit as normal and then randomize each hit scored. On a 4+ direct it against the target. On 1-3 direct it against a friendly unit in that combat (randomize if several friendly units are involved in the combat).
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Regeneration (4+)
4+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
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Regeneration (4+)
4+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
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Resistant
Toxic Attacks suffer a -2 to-wound modifier against models with this special rule.
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Resistant
Toxic Attacks suffer a -2 to-wound modifier against models with this special rule.
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Resistent
Toxic attacks have -2 to wound against models with this special rule
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Resistent
Toxic attacks have -2 to wound against models with this special rule
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Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
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Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
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Sounding The Bell
At the beginning of each friendly Player Turn, the owning player may choose to roll D6 or 2D6 and apply the effects from the table below. All affected units within the range (when rolling on the table) gain the bonuses from the table until the end of the next Player Turn.
1 No effect.
2-4 All friendly units within 12" of the Doom Bell gain Lightning Reflexes. Models that already had Lightning Reflexes gain +1 Attack instead.
5-6 All friendly units within 12" of the Doom Bell may reroll Charge Ranges, Pursuits, Overruns and Random Movement rolls.
7-8 All friendly units within 12" of the Doom Bell gain Frenzy. Models that already had Frenzy may reroll to-hit rolls while Engaged in Combat instead.
9-10 All friendly units within 12" of the Doom Bell gain Distracting and Hard Target.
11-12 When rolling for Magic Flux in the following friendly Magic Phase, roll an additional D6 and discard the lowest D6 rolled.
If a double is obtained when rolling for Sounding The Bell, all units in base contact with the Doom Bell suffer D6 Strength 4 hits with Armour Piercing (6).
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Sounding The Bell
At the beginning of each friendly Player Turn, the owning player may choose to roll D6 or 2D6 and apply the effects from the table below. All affected units within the range (when rolling on the table) gain the bonuses from the table until the end of the next Player Turn.
1 No effect.
2-4 All friendly units within 12" of the Doom Bell gain Lightning Reflexes. Models that already had Lightning Reflexes gain +1 Attack instead.
5-6 All friendly units within 12" of the Doom Bell may reroll Charge Ranges, Pursuits, Overruns and Random Movement rolls.
7-8 All friendly units within 12" of the Doom Bell gain Frenzy. Models that already had Frenzy may reroll to-hit rolls while Engaged in Combat instead.
9-10 All friendly units within 12" of the Doom Bell gain Distracting and Hard Target.
11-12 When rolling for Magic Flux in the following friendly Magic Phase, roll an additional D6 and discard the lowest D6 rolled.
If a double is obtained when rolling for Sounding The Bell, all units in base contact with the Doom Bell suffer D6 Strength 4 hits with Armour Piercing (6).
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State of Trance (Plague Brotherhood)
The War Platform and the unit it has joined gain Immune to Psychology. The War Platform may only join units of(X).
The War Platform must be deployed in a unit of (X) type, and can never leave that unit.
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State of Trance (Plague Brotherhood)
The War Platform and the unit it has joined gain Immune to Psychology. The War Platform may only join units of(X).
The War Platform must be deployed in a unit of (X) type, and can never leave that unit.
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State of Trance (Rats-at-Arms, Vermin Guard)
The War Platform and the unit it has joined gain Immune to Psychology. The War Platform may only join units of(X).
The War Platform must be deployed in a unit of (X) type, and can never leave that unit.
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State of Trance (Rats-at-Arms, Vermin Guard)
The War Platform and the unit it has joined gain Immune to Psychology. The War Platform may only join units of(X).
The War Platform must be deployed in a unit of (X) type, and can never leave that unit.
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Terror
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the
Fear special rule and are immune to Fear and Terror.
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Terror
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the
Fear special rule and are immune to Fear and Terror.
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Thunderous Charge
In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
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Thunderous Charge
In the first round of a combat after a model with this rule has successfully charged, model parts with this special rule receive a +1 Strength bonus to their normal Close Combat Attacks. This Strength bonus can only be used for Attacks directed against the charged enemies.
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Volatile
When a model with this rule rolls a Misfire, roll a D6 and consult the table below instead of the normal Misfire Table.
1 (or less) Explosion! :
No shots are fired. Move the model D6" in a random direction. If it contacts any unit on its path, that unit suffers D6 Strength 5 hits. Then remove the model as a casualty.
2-3 Malfunction :
No shots are fired. The model suffers 1 wound with no saves of any kind allowed.
4-5 Overcharged :
Pivot the unit to a random direction and draw a straight line from the centre of the model in the randomized direction. If the shooting model is a:
- Weapon Team, the shooting is resolved against the first other unit (friend or foe) on this line, that is also within Range and Line of Sight. Roll to hit and resolve the attack as normal.
- Lightning cannon or Dreadmill, replace the model's shooting attack with the following: All models under the line and within 6D6" line suffer 1 Strength 10 hit with Magical Attacks and Lightning Attacks.
6 Spent : The Shooting Attack is resolved as normal (a Dreadmill will fire at Strength 10, while a Lightning Cannon will count as having scored a hit). The weapon is then considered broken and can’t be used anymore for the rest of the game. If the model is a Weapon Team, remove it as casualty
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Volatile
When a model with this rule rolls a Misfire, roll a D6 and consult the table below instead of the normal Misfire Table.
1 (or less) Explosion! :
No shots are fired. Move the model D6" in a random direction. If it contacts any unit on its path, that unit suffers D6 Strength 5 hits. Then remove the model as a casualty.
2-3 Malfunction :
No shots are fired. The model suffers 1 wound with no saves of any kind allowed.
4-5 Overcharged :
Pivot the unit to a random direction and draw a straight line from the centre of the model in the randomized direction. If the shooting model is a:
- Weapon Team, the shooting is resolved against the first other unit (friend or foe) on this line, that is also within Range and Line of Sight. Roll to hit and resolve the attack as normal.
- Lightning cannon or Dreadmill, replace the model's shooting attack with the following: All models under the line and within 6D6" line suffer 1 Strength 10 hit with Magical Attacks and Lightning Attacks.
6 Spent : The Shooting Attack is resolved as normal (a Dreadmill will fire at Strength 10, while a Lightning Cannon will count as having scored a hit). The weapon is then considered broken and can’t be used anymore for the rest of the game. If the model is a Weapon Team, remove it as casualty
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Ward Save (4+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
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Ward Save (4+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
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Wizard Apprentice - Generates spells from Occultism
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Wizard Apprentice - Generates spells from Occultism
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DE | EN |
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Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
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Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
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Armlet of Power
The bearer can cast a Bound Spell (Power Level 3).
Type: Caster. Duration: Lasts one Turn.
The target doubles its Strength. Mounts are unaffected.
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Armlet of Power
The bearer can cast a Bound Spell (Power Level 3).
Type: Caster. Duration: Lasts one Turn.
The target doubles its Strength. Mounts are unaffected.
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Armour of Destiny
Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
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Armour of Destiny
Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
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Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
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Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
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Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
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Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
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Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
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Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
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Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
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Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
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Blade of the Swarm
Type: Hand Weapon. If the wielder’s unit has more Full Ranks than each of the enemy units Engaged in the same Combat, the wielder gains +3 Attacks when using this weapon.
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Blade of the Swarm
Type: Hand Weapon. If the wielder’s unit has more Full Ranks than each of the enemy units Engaged in the same Combat, the wielder gains +3 Attacks when using this weapon.
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Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
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Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
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Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
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Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
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Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
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Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
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Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
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Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
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Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
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Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
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Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
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Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
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Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
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Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
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Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
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Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
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Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
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Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
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Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
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Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
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Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
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Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
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Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
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Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
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Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
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Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
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Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
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Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
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Deceiver’s Buckler
Type: Shield. While using the shield, the wielder gains Distracting and may nominate one enemy model in base contact with the user of the shield at the start of each Round of Combat. For the duration of this Round of Combat, one part of the chosen model (wielder’s choice) suffers -1 Attack, to a minimum of 1.
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Deceiver’s Buckler
Type: Shield. While using the shield, the wielder gains Distracting and may nominate one enemy model in base contact with the user of the shield at the start of each Round of Combat. For the duration of this Round of Combat, one part of the chosen model (wielder’s choice) suffers -1 Attack, to a minimum of 1.
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Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
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Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
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Divine Icon
The bearer's model gains Divine Attacks.
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Divine Icon
The bearer's model gains Divine Attacks.
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Dragonfire Gem
The bearer gains Fireborn.
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Dragonfire Gem
The bearer gains Fireborn.
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Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
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Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
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Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
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Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
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Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
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Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
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Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
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Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
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Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
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Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
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Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
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Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
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Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
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Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
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Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
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Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
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Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
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Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
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Eye of the Storm
Type: Halberd. When the bearer casts Hand of Heaven from Thaumaturgy, add +2 hits to the Target of the spell.
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Eye of the Storm
Type: Halberd. When the bearer casts Hand of Heaven from Thaumaturgy, add +2 hits to the Target of the spell.
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Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
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Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
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Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
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Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
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Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
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Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
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Obsidian Rock
The bearer gains Magic Resistance (2).
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Obsidian Rock
The bearer gains Magic Resistance (2).
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Obsidian Nullstone
The bearer gains Magic Resistance (3).
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Obsidian Nullstone
The bearer gains Magic Resistance (3).
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Jack's Pickaxe
cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
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Jack's Pickaxe
cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
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King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
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King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
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Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
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Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
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Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
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Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
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Sprout of Rebirth
The bearer gains a Regeneration (4+).
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Sprout of Rebirth
The bearer gains a Regeneration (4+).
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Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
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Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
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Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
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Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
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Putrid Plate
Type: Plate Armour. For every successful Armour Save made by the wearer against Close Combat Attacks, the unit which caused the wound suffers 1 hit with Toxic Attacks.
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Putrid Plate
Type: Plate Armour. For every successful Armour Save made by the wearer against Close Combat Attacks, the unit which caused the wound suffers 1 hit with Toxic Attacks.
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Scabbing Potion
- Cannot be taken by Towering Presences
One use only. May be activated at the beginning of any of the owning Player’s phases. The bearer recovers D3
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Scabbing Potion
- Cannot be taken by Towering Presences
One use only. May be activated at the beginning of any of the owning Player’s phases. The bearer recovers D3
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Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
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Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
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Sceptre of Vermin Valour
The bearer can be placed anywhere in its unit, it doesn’t have to be placed as far forward as possible. Other models with the Front Rank rule have priority for being as far forward as possible.
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Sceptre of Vermin Valour
The bearer can be placed anywhere in its unit, it doesn’t have to be placed as far forward as possible. Other models with the Front Rank rule have priority for being as far forward as possible.
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Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
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Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
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Talisman of Shielding
The bearer gains a Ward Save (6+).
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Talisman of Shielding
The bearer gains a Ward Save (6+).
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Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
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Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
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Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
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Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
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The Doom Blade
Type: Hand Weapon. Attacks made with this weapon gain Strength 10, Multiple Wounds (D6) and Divine Attacks. At the end of each friendly Player Turn, the wielder suffers 1 hit with Toxic Attacks (which counts as a Close Combat Attack). A Character with this weapon doesn’t have to be the army General even if he is the model with the highest Leadership.
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The Doom Blade
Type: Hand Weapon. Attacks made with this weapon gain Strength 10, Multiple Wounds (D6) and Divine Attacks. At the end of each friendly Player Turn, the wielder suffers 1 hit with Toxic Attacks (which counts as a Close Combat Attack). A Character with this weapon doesn’t have to be the army General even if he is the model with the highest Leadership.
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Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
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Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
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Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
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Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
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Banner of Speed
The bearer's unit gains +1 Movement.
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Banner of Speed
The bearer's unit gains +1 Movement.
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Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
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Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
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War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
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War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
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Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
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Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
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Flaming Standard
The bearer's unit automatically passes all Panic Tests.
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Flaming Standard
The bearer's unit automatically passes all Panic Tests.
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Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
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Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
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Icon of Ruin
Any enemy wishing to dispel an “Augment” or “Universal” spell that has targeted the bearer’s unit suffers a -2 modifier to the Dispel Attempt against that spell.
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Icon of Ruin
Any enemy wishing to dispel an “Augment” or “Universal” spell that has targeted the bearer’s unit suffers a -2 modifier to the Dispel Attempt against that spell.
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Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
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Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
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The Lightning Rod
One use only. May be activate at the start of the opponent’s Player Turn. During this Player Turn, all friendly units gain Hard Target. No Flying Movement may take place.
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The Lightning Rod
One use only. May be activate at the start of the opponent’s Player Turn. During this Player Turn, all friendly units gain Hard Target. No Flying Movement may take place.
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