Correspondence of translations with another language
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Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Porte-étendard
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Alfiere
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Always Strikes First
Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first.
In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.
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Always Strikes First
Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first.
In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.
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Always Strikes First
Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first.
In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.
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Always Strikes First
Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first.
In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.
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Always Strikes First
Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first.
In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.
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Always Strikes First
Models with this rule always strike first in close combat, regardless of I. If a model with this rule is fighting an enemy with the same ability, the model with the higher I will strike first.
In addition, if the model's I is higher than their enemy's when it is their turn to attack, they can re-roll failed To Hit rolls when striking in close combat.
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Arrows of Asaph
Units with Arrows of Asaph never count any bonuses or penalties to hit when shooting, regardless of the source of the modifier.
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Arrows of Asaph
Units with Arrows of Asaph never count any bonuses or penalties to hit when shooting, regardless of the source of the modifier.
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Arrows of Asaph
Units with Arrows of Asaph never count any bonuses or penalties to hit when shooting, regardless of the source of the modifier.
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Arrows of Asaph
Units with Arrows of Asaph never count any bonuses or penalties to hit when shooting, regardless of the source of the modifier.
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Arrows of Asaph
Units with Arrows of Asaph never count any bonuses or penalties to hit when shooting, regardless of the source of the modifier.
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Arrows of Asaph
Units with Arrows of Asaph never count any bonuses or penalties to hit when shooting, regardless of the source of the modifier.
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Blessing of Asaph
If Khalida is included in your army, any unit of Skeleton Archers, Horse Archers or Chariots may be upgraded to gain Poisoned Attacks for all shooting attacks for +2 points per model.
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Blessing of Asaph
If Khalida is included in your army, any unit of Skeleton Archers, Horse Archers or Chariots may be upgraded to gain Poisoned Attacks for all shooting attacks for +2 points per model.
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Blessing of Asaph
If Khalida is included in your army, any unit of Skeleton Archers, Horse Archers or Chariots may be upgraded to gain Poisoned Attacks for all shooting attacks for +2 points per model.
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Blessing of Asaph
If Khalida is included in your army, any unit of Skeleton Archers, Horse Archers or Chariots may be upgraded to gain Poisoned Attacks for all shooting attacks for +2 points per model.
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Blessing of Asaph
If Khalida is included in your army, any unit of Skeleton Archers, Horse Archers or Chariots may be upgraded to gain Poisoned Attacks for all shooting attacks for +2 points per model.
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Blessing of Asaph
If Khalida is included in your army, any unit of Skeleton Archers, Horse Archers or Chariots may be upgraded to gain Poisoned Attacks for all shooting attacks for +2 points per model.
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Flammable
If a Flammable model is attacked with a Flaming Attack, all failed To Wound rolls made by the attackers may be re-rolled.
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Inflammable
If a Flammable model is attacked with a Flaming Attack, all failed To Wound rolls made by the attackers may be re-rolled.
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Brennbar
If a Flammable model is attacked with a Flaming Attack, all failed To Wound rolls made by the attackers may be re-rolled.
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Flammable
If a Flammable model is attacked with a Flaming Attack, all failed To Wound rolls made by the attackers may be re-rolled.
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Inflamable
If a Flammable model is attacked with a Flaming Attack, all failed To Wound rolls made by the attackers may be re-rolled.
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Infiammabile
If a Flammable model is attacked with a Flaming Attack, all failed To Wound rolls made by the attackers may be re-rolled.
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Chariot of the Gods
Impact Hits from the Chariot of the Gods are Magical Attacks and Flaming Attacks.
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Chariot of the Gods
Impact Hits from the Chariot of the Gods are Magical Attacks and Flaming Attacks.
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Chariot of the Gods
Impact Hits from the Chariot of the Gods are Magical Attacks and Flaming Attacks.
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Chariot of the Gods
Impact Hits from the Chariot of the Gods are Magical Attacks and Flaming Attacks.
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Chariot of the Gods
Impact Hits from the Chariot of the Gods are Magical Attacks and Flaming Attacks.
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Chariot of the Gods
Impact Hits from the Chariot of the Gods are Magical Attacks and Flaming Attacks.
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Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Course rapide
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Schnelle Bewegung
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Zancada Veloz
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Falcata Rapida
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Covenant of Power
If you have a Caskets of Souls on the table at the start of your Magic phase, you add D3 power dice to your pool. For each additional Casket, you may add an additional power dice.
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Covenant of Power
If you have a Caskets of Souls on the table at the start of your Magic phase, you add D3 power dice to your pool. For each additional Casket, you may add an additional power dice.
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Covenant of Power
If you have a Caskets of Souls on the table at the start of your Magic phase, you add D3 power dice to your pool. For each additional Casket, you may add an additional power dice.
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Covenant of Power
If you have a Caskets of Souls on the table at the start of your Magic phase, you add D3 power dice to your pool. For each additional Casket, you may add an additional power dice.
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Covenant of Power
If you have a Caskets of Souls on the table at the start of your Magic phase, you add D3 power dice to your pool. For each additional Casket, you may add an additional power dice.
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Covenant of Power
If you have a Caskets of Souls on the table at the start of your Magic phase, you add D3 power dice to your pool. For each additional Casket, you may add an additional power dice.
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Strider
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Guide
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Geländeerfahren
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Cruzar
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Viaggiatore
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Desert Revenant
Prince Apophas cannot join any units, and he cannot be your army's General. When rolling to enter the table using the Entombed Beneath the Sands special, you may re-roll the Artillery dice.
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Desert Revenant
Prince Apophas cannot join any units, and he cannot be your army's General. When rolling to enter the table using the Entombed Beneath the Sands special, you may re-roll the Artillery dice.
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Desert Revenant
Prince Apophas cannot join any units, and he cannot be your army's General. When rolling to enter the table using the Entombed Beneath the Sands special, you may re-roll the Artillery dice.
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Desert Revenant
Prince Apophas cannot join any units, and he cannot be your army's General. When rolling to enter the table using the Entombed Beneath the Sands special, you may re-roll the Artillery dice.
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Desert Revenant
Prince Apophas cannot join any units, and he cannot be your army's General. When rolling to enter the table using the Entombed Beneath the Sands special, you may re-roll the Artillery dice.
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Desert Revenant
Prince Apophas cannot join any units, and he cannot be your army's General. When rolling to enter the table using the Entombed Beneath the Sands special, you may re-roll the Artillery dice.
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Entombed Beneath the Sands
A unit with this ability has Ambushers, with the following exceptions.
When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as reinforcements in the normal way. Instead, when a unit that is Entombed Beneath the Sands enters the battle, place a small marker (such as a coin) anywhere on the battlefield, but not in impassable terrain or within 1" of a deployed unit.
Roll a scatter dice and an artillery dice. If you roll a Hit on the scatter dice, the marker stays in place. If you roll an arrow, move the marker the number, in inches, indicated by the artillery dice in the direction shown. If the marker is under a friendly unit, impassable terrain or a building, place it 1" away from the closest edge of the unit/terrain.
Once the final position of the marker is established, place the emerging unit in a legal formation such that it touches the marker, facing any direction. If the marker is under an enemy unit, you may place your unit into base contact with the enemy unit in their front arc; your unit will counts as charging this turn.
If you roll a misfire, or if for any reason some of the models in the unit cannot be placed, then the unit does not emerge. Instead, remove the marker and roll on the Mishap table. If a unit emerges successfully, it may act normally this turn.
Only characters that have Entombed Beneath the Sands can be deployed within such units. If you have several units Entombed Beneath the Sands, then repeat this process, one unit at a time.
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Entombed Beneath the Sands
A unit with this ability has Ambushers, with the following exceptions.
When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as reinforcements in the normal way. Instead, when a unit that is Entombed Beneath the Sands enters the battle, place a small marker (such as a coin) anywhere on the battlefield, but not in impassable terrain or within 1" of a deployed unit.
Roll a scatter dice and an artillery dice. If you roll a Hit on the scatter dice, the marker stays in place. If you roll an arrow, move the marker the number, in inches, indicated by the artillery dice in the direction shown. If the marker is under a friendly unit, impassable terrain or a building, place it 1" away from the closest edge of the unit/terrain.
Once the final position of the marker is established, place the emerging unit in a legal formation such that it touches the marker, facing any direction. If the marker is under an enemy unit, you may place your unit into base contact with the enemy unit in their front arc; your unit will counts as charging this turn.
If you roll a misfire, or if for any reason some of the models in the unit cannot be placed, then the unit does not emerge. Instead, remove the marker and roll on the Mishap table. If a unit emerges successfully, it may act normally this turn.
Only characters that have Entombed Beneath the Sands can be deployed within such units. If you have several units Entombed Beneath the Sands, then repeat this process, one unit at a time.
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Entombed Beneath the Sands
A unit with this ability has Ambushers, with the following exceptions.
When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as reinforcements in the normal way. Instead, when a unit that is Entombed Beneath the Sands enters the battle, place a small marker (such as a coin) anywhere on the battlefield, but not in impassable terrain or within 1" of a deployed unit.
Roll a scatter dice and an artillery dice. If you roll a Hit on the scatter dice, the marker stays in place. If you roll an arrow, move the marker the number, in inches, indicated by the artillery dice in the direction shown. If the marker is under a friendly unit, impassable terrain or a building, place it 1" away from the closest edge of the unit/terrain.
Once the final position of the marker is established, place the emerging unit in a legal formation such that it touches the marker, facing any direction. If the marker is under an enemy unit, you may place your unit into base contact with the enemy unit in their front arc; your unit will counts as charging this turn.
If you roll a misfire, or if for any reason some of the models in the unit cannot be placed, then the unit does not emerge. Instead, remove the marker and roll on the Mishap table. If a unit emerges successfully, it may act normally this turn.
Only characters that have Entombed Beneath the Sands can be deployed within such units. If you have several units Entombed Beneath the Sands, then repeat this process, one unit at a time.
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Entombed Beneath the Sands
A unit with this ability has Ambushers, with the following exceptions.
When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as reinforcements in the normal way. Instead, when a unit that is Entombed Beneath the Sands enters the battle, place a small marker (such as a coin) anywhere on the battlefield, but not in impassable terrain or within 1" of a deployed unit.
Roll a scatter dice and an artillery dice. If you roll a Hit on the scatter dice, the marker stays in place. If you roll an arrow, move the marker the number, in inches, indicated by the artillery dice in the direction shown. If the marker is under a friendly unit, impassable terrain or a building, place it 1" away from the closest edge of the unit/terrain.
Once the final position of the marker is established, place the emerging unit in a legal formation such that it touches the marker, facing any direction. If the marker is under an enemy unit, you may place your unit into base contact with the enemy unit in their front arc; your unit will counts as charging this turn.
If you roll a misfire, or if for any reason some of the models in the unit cannot be placed, then the unit does not emerge. Instead, remove the marker and roll on the Mishap table. If a unit emerges successfully, it may act normally this turn.
Only characters that have Entombed Beneath the Sands can be deployed within such units. If you have several units Entombed Beneath the Sands, then repeat this process, one unit at a time.
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Entombed Beneath the Sands
A unit with this ability has Ambushers, with the following exceptions.
When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as reinforcements in the normal way. Instead, when a unit that is Entombed Beneath the Sands enters the battle, place a small marker (such as a coin) anywhere on the battlefield, but not in impassable terrain or within 1" of a deployed unit.
Roll a scatter dice and an artillery dice. If you roll a Hit on the scatter dice, the marker stays in place. If you roll an arrow, move the marker the number, in inches, indicated by the artillery dice in the direction shown. If the marker is under a friendly unit, impassable terrain or a building, place it 1" away from the closest edge of the unit/terrain.
Once the final position of the marker is established, place the emerging unit in a legal formation such that it touches the marker, facing any direction. If the marker is under an enemy unit, you may place your unit into base contact with the enemy unit in their front arc; your unit will counts as charging this turn.
If you roll a misfire, or if for any reason some of the models in the unit cannot be placed, then the unit does not emerge. Instead, remove the marker and roll on the Mishap table. If a unit emerges successfully, it may act normally this turn.
Only characters that have Entombed Beneath the Sands can be deployed within such units. If you have several units Entombed Beneath the Sands, then repeat this process, one unit at a time.
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Entombed Beneath the Sands
A unit with this ability has Ambushers, with the following exceptions.
When these units enter the battle in the Remaining Moves sub-phase, they do not move onto the board as reinforcements in the normal way. Instead, when a unit that is Entombed Beneath the Sands enters the battle, place a small marker (such as a coin) anywhere on the battlefield, but not in impassable terrain or within 1" of a deployed unit.
Roll a scatter dice and an artillery dice. If you roll a Hit on the scatter dice, the marker stays in place. If you roll an arrow, move the marker the number, in inches, indicated by the artillery dice in the direction shown. If the marker is under a friendly unit, impassable terrain or a building, place it 1" away from the closest edge of the unit/terrain.
Once the final position of the marker is established, place the emerging unit in a legal formation such that it touches the marker, facing any direction. If the marker is under an enemy unit, you may place your unit into base contact with the enemy unit in their front arc; your unit will counts as charging this turn.
If you roll a misfire, or if for any reason some of the models in the unit cannot be placed, then the unit does not emerge. Instead, remove the marker and roll on the Mishap table. If a unit emerges successfully, it may act normally this turn.
Only characters that have Entombed Beneath the Sands can be deployed within such units. If you have several units Entombed Beneath the Sands, then repeat this process, one unit at a time.
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Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Terreur
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Entsetzen
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Terrore
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Envenomed Sting
All normal Attacks made by a Khemrian Warsphinx with this upgrade have Poisoned Attacks.
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Envenomed Sting
All normal Attacks made by a Khemrian Warsphinx with this upgrade have Poisoned Attacks.
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Envenomed Sting
All normal Attacks made by a Khemrian Warsphinx with this upgrade have Poisoned Attacks.
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Envenomed Sting
All normal Attacks made by a Khemrian Warsphinx with this upgrade have Poisoned Attacks.
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Envenomed Sting
All normal Attacks made by a Khemrian Warsphinx with this upgrade have Poisoned Attacks.
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Envenomed Sting
All normal Attacks made by a Khemrian Warsphinx with this upgrade have Poisoned Attacks.
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Fiery Roar
A Khemrian Warsphinx with this upgrade has a S 4 Breath Weapon with Flaming Attacks.
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Fiery Roar
A Khemrian Warsphinx with this upgrade has a S 4 Breath Weapon with Flaming Attacks.
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Fiery Roar
A Khemrian Warsphinx with this upgrade has a S 4 Breath Weapon with Flaming Attacks.
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Fiery Roar
A Khemrian Warsphinx with this upgrade has a S 4 Breath Weapon with Flaming Attacks.
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Fiery Roar
A Khemrian Warsphinx with this upgrade has a S 4 Breath Weapon with Flaming Attacks.
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Fiery Roar
A Khemrian Warsphinx with this upgrade has a S 4 Breath Weapon with Flaming Attacks.
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Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (5)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (5)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (5)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (5)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (5)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (5)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (9)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Frantic Fervour
Ramhotep confers Frenzy onto the unit he accompanies. While he remains in the unit, the unit can never lose its Frenzy.
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Frantic Fervour
Ramhotep confers Frenzy onto the unit he accompanies. While he remains in the unit, the unit can never lose its Frenzy.
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Frantic Fervour
Ramhotep confers Frenzy onto the unit he accompanies. While he remains in the unit, the unit can never lose its Frenzy.
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Frantic Fervour
Ramhotep confers Frenzy onto the unit he accompanies. While he remains in the unit, the unit can never lose its Frenzy.
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Frantic Fervour
Ramhotep confers Frenzy onto the unit he accompanies. While he remains in the unit, the unit can never lose its Frenzy.
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Frantic Fervour
Ramhotep confers Frenzy onto the unit he accompanies. While he remains in the unit, the unit can never lose its Frenzy.
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Frenzy
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Frénésie
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Raserei
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Frenzy
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Frenesí
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Furia
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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Grand Hierophant of Khemri
If you take Grand Hierophant Khatep, he must be your army's Hierophant. He gives his unit Regeneration (5+) rather than Regeneration (6+). Additionally, Khatep restores 2D6 Wounds with the The Restless Dead Lore Attribute.
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Grand Hierophant of Khemri
If you take Grand Hierophant Khatep, he must be your army's Hierophant. He gives his unit Regeneration (5+) rather than Regeneration (6+). Additionally, Khatep restores 2D6 Wounds with the The Restless Dead Lore Attribute.
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Grand Hierophant of Khemri
If you take Grand Hierophant Khatep, he must be your army's Hierophant. He gives his unit Regeneration (5+) rather than Regeneration (6+). Additionally, Khatep restores 2D6 Wounds with the The Restless Dead Lore Attribute.
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Grand Hierophant of Khemri
If you take Grand Hierophant Khatep, he must be your army's Hierophant. He gives his unit Regeneration (5+) rather than Regeneration (6+). Additionally, Khatep restores 2D6 Wounds with the The Restless Dead Lore Attribute.
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Grand Hierophant of Khemri
If you take Grand Hierophant Khatep, he must be your army's Hierophant. He gives his unit Regeneration (5+) rather than Regeneration (6+). Additionally, Khatep restores 2D6 Wounds with the The Restless Dead Lore Attribute.
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Grand Hierophant of Khemri
If you take Grand Hierophant Khatep, he must be your army's Hierophant. He gives his unit Regeneration (5+) rather than Regeneration (6+). Additionally, Khatep restores 2D6 Wounds with the The Restless Dead Lore Attribute.
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Hatred
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Haine
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hass
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Odio
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Odio
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Vampire Counts)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Vampire Counts)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Vampire Counts)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Vampire Counts)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Vampire Counts)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Vampire Counts)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Herald of Despair
Enemy units in base contact with Nekaph roll one additional dice when taking a LD test, discarding the lowest result. This has no effect on units with Immunity (Psychology).
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Herald of Despair
Enemy units in base contact with Nekaph roll one additional dice when taking a LD test, discarding the lowest result. This has no effect on units with Immunity (Psychology).
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Herald of Despair
Enemy units in base contact with Nekaph roll one additional dice when taking a LD test, discarding the lowest result. This has no effect on units with Immunity (Psychology).
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Herald of Despair
Enemy units in base contact with Nekaph roll one additional dice when taking a LD test, discarding the lowest result. This has no effect on units with Immunity (Psychology).
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Herald of Despair
Enemy units in base contact with Nekaph roll one additional dice when taking a LD test, discarding the lowest result. This has no effect on units with Immunity (Psychology).
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Herald of Despair
Enemy units in base contact with Nekaph roll one additional dice when taking a LD test, discarding the lowest result. This has no effect on units with Immunity (Psychology).
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Hieroglyphs of Protection
The War-Barque and friendly units within 6" of a War-Barque have a Ward save (6+).
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Hieroglyphs of Protection
The War-Barque and friendly units within 6" of a War-Barque have a Ward save (6+).
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Hieroglyphs of Protection
The War-Barque and friendly units within 6" of a War-Barque have a Ward save (6+).
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Hieroglyphs of Protection
The War-Barque and friendly units within 6" of a War-Barque have a Ward save (6+).
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Hieroglyphs of Protection
The War-Barque and friendly units within 6" of a War-Barque have a Ward save (6+).
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Hieroglyphs of Protection
The War-Barque and friendly units within 6" of a War-Barque have a Ward save (6+).
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Khepra Beetles
Enemy units in base contact with the War-Barque suffers 2D6 S 2 hits at the start of each close combat phase.
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Khepra Beetles
Enemy units in base contact with the War-Barque suffers 2D6 S 2 hits at the start of each close combat phase.
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Khepra Beetles
Enemy units in base contact with the War-Barque suffers 2D6 S 2 hits at the start of each close combat phase.
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Khepra Beetles
Enemy units in base contact with the War-Barque suffers 2D6 S 2 hits at the start of each close combat phase.
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Khepra Beetles
Enemy units in base contact with the War-Barque suffers 2D6 S 2 hits at the start of each close combat phase.
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Khepra Beetles
Enemy units in base contact with the War-Barque suffers 2D6 S 2 hits at the start of each close combat phase.
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King Phar the Proud
King Phar has to be the army’s General. No other Tomb Kings (including Special Characters) are allowed in an army lead by King Phar.
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King Phar the Proud
King Phar has to be the army’s General. No other Tomb Kings (including Special Characters) are allowed in an army lead by King Phar.
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King Phar the Proud
King Phar has to be the army’s General. No other Tomb Kings (including Special Characters) are allowed in an army lead by King Phar.
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King Phar the Proud
King Phar has to be the army’s General. No other Tomb Kings (including Special Characters) are allowed in an army lead by King Phar.
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King Phar the Proud
King Phar has to be the army’s General. No other Tomb Kings (including Special Characters) are allowed in an army lead by King Phar.
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King Phar the Proud
King Phar has to be the army’s General. No other Tomb Kings (including Special Characters) are allowed in an army lead by King Phar.
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Loremaster (Lore of Nehekhara)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
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Loremaster (Lore of Nehekhara)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
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Loremaster (Lore of Nehekhara)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
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Loremaster (Lore of Nehekhara)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
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Loremaster (Lore of Nehekhara)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
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Loremaster (Lore of Nehekhara)
A Wizard with Loremaster knows all the available spells from their chosen lore (limited by their Wizard level as normal). The lore in question is normally given in brackets as part of Loremaster. If a model knows spells from multiple Lores, then Loremaster only applies to one Lore of your choice.
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Magic Resistance (2)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
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Magic Resistance (2)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
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Magic Resistance (2)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
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Magic Resistance (2)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
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Magic Resistance (2)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
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Magic Resistance (2)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
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Master Artisan
At the start of the game, select a single friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters. The models in this unit have been restored and embellished by Ramhotep, and reroll all failed armour saves during the battle.
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Master Artisan
At the start of the game, select a single friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters. The models in this unit have been restored and embellished by Ramhotep, and reroll all failed armour saves during the battle.
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Master Artisan
At the start of the game, select a single friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters. The models in this unit have been restored and embellished by Ramhotep, and reroll all failed armour saves during the battle.
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Master Artisan
At the start of the game, select a single friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters. The models in this unit have been restored and embellished by Ramhotep, and reroll all failed armour saves during the battle.
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Master Artisan
At the start of the game, select a single friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters. The models in this unit have been restored and embellished by Ramhotep, and reroll all failed armour saves during the battle.
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Master Artisan
At the start of the game, select a single friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters. The models in this unit have been restored and embellished by Ramhotep, and reroll all failed armour saves during the battle.
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Master Stone Shaper
Sehenesmet follows the normal rules for Stone Shaper, but grants Regeneration (5+) rather than Regeneration (6+).
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Master Stone Shaper
Sehenesmet follows the normal rules for Stone Shaper, but grants Regeneration (5+) rather than Regeneration (6+).
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Master Stone Shaper
Sehenesmet follows the normal rules for Stone Shaper, but grants Regeneration (5+) rather than Regeneration (6+).
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Master Stone Shaper
Sehenesmet follows the normal rules for Stone Shaper, but grants Regeneration (5+) rather than Regeneration (6+).
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Master Stone Shaper
Sehenesmet follows the normal rules for Stone Shaper, but grants Regeneration (5+) rather than Regeneration (6+).
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Master Stone Shaper
Sehenesmet follows the normal rules for Stone Shaper, but grants Regeneration (5+) rather than Regeneration (6+).
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Undead
All units with Undead have Animated Construct, Fear, and Unstable. However, they may make march moves if they are, or are joined by, a character with the My Will Be Done or Sworn Bodyguard.
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Mort-vivant
All units with Undead have Animated Construct, Fear, and Unstable. However, they may make march moves if they are, or are joined by, a character with the My Will Be Done or Sworn Bodyguard.
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Untot
All units with Undead have Animated Construct, Fear, and Unstable. However, they may make march moves if they are, or are joined by, a character with the My Will Be Done or Sworn Bodyguard.
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Undead
All units with Undead have Animated Construct, Fear, and Unstable. However, they may make march moves if they are, or are joined by, a character with the My Will Be Done or Sworn Bodyguard.
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No Muerto
All units with Undead have Animated Construct, Fear, and Unstable. However, they may make march moves if they are, or are joined by, a character with the My Will Be Done or Sworn Bodyguard.
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Nonmorto
All units with Undead have Animated Construct, Fear, and Unstable. However, they may make march moves if they are, or are joined by, a character with the My Will Be Done or Sworn Bodyguard.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Musicien
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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My Will Be Done
Any unit of Undead accompanied by a model with this rule uses the character's unmodified WS in place of its own (use the highest WS if the unit is joined by several characters with this rule).
If all characters with My Will Be Done in the unit are killed, the unit immediately reverts to using its own WS. This rule has no effect on mounts or any other characters except Tomb Heralds, these always use their own WS.
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My Will Be Done
Any unit of Undead accompanied by a model with this rule uses the character's unmodified WS in place of its own (use the highest WS if the unit is joined by several characters with this rule).
If all characters with My Will Be Done in the unit are killed, the unit immediately reverts to using its own WS. This rule has no effect on mounts or any other characters except Tomb Heralds, these always use their own WS.
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My Will Be Done
Any unit of Undead accompanied by a model with this rule uses the character's unmodified WS in place of its own (use the highest WS if the unit is joined by several characters with this rule).
If all characters with My Will Be Done in the unit are killed, the unit immediately reverts to using its own WS. This rule has no effect on mounts or any other characters except Tomb Heralds, these always use their own WS.
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My Will Be Done
Any unit of Undead accompanied by a model with this rule uses the character's unmodified WS in place of its own (use the highest WS if the unit is joined by several characters with this rule).
If all characters with My Will Be Done in the unit are killed, the unit immediately reverts to using its own WS. This rule has no effect on mounts or any other characters except Tomb Heralds, these always use their own WS.
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My Will Be Done
Any unit of Undead accompanied by a model with this rule uses the character's unmodified WS in place of its own (use the highest WS if the unit is joined by several characters with this rule).
If all characters with My Will Be Done in the unit are killed, the unit immediately reverts to using its own WS. This rule has no effect on mounts or any other characters except Tomb Heralds, these always use their own WS.
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My Will Be Done
Any unit of Undead accompanied by a model with this rule uses the character's unmodified WS in place of its own (use the highest WS if the unit is joined by several characters with this rule).
If all characters with My Will Be Done in the unit are killed, the unit immediately reverts to using its own WS. This rule has no effect on mounts or any other characters except Tomb Heralds, these always use their own WS.
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Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Scarab Prince
Apophas has a S 2 Breath Weapon. In addition, if Apophas is ever destroyed (by any means), then before removing the model all enemy units within 2D6" of him immediately take 2D6 S 2 hits, distributed as for shooting.
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Scarab Prince
Apophas has a S 2 Breath Weapon. In addition, if Apophas is ever destroyed (by any means), then before removing the model all enemy units within 2D6" of him immediately take 2D6 S 2 hits, distributed as for shooting.
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Scarab Prince
Apophas has a S 2 Breath Weapon. In addition, if Apophas is ever destroyed (by any means), then before removing the model all enemy units within 2D6" of him immediately take 2D6 S 2 hits, distributed as for shooting.
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Scarab Prince
Apophas has a S 2 Breath Weapon. In addition, if Apophas is ever destroyed (by any means), then before removing the model all enemy units within 2D6" of him immediately take 2D6 S 2 hits, distributed as for shooting.
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Scarab Prince
Apophas has a S 2 Breath Weapon. In addition, if Apophas is ever destroyed (by any means), then before removing the model all enemy units within 2D6" of him immediately take 2D6 S 2 hits, distributed as for shooting.
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Scarab Prince
Apophas has a S 2 Breath Weapon. In addition, if Apophas is ever destroyed (by any means), then before removing the model all enemy units within 2D6" of him immediately take 2D6 S 2 hits, distributed as for shooting.
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Scythan Warriors
If your army contains Tutankhanut you may include units of Scythan Warriors. These follow the unit entry and equipment of Skeleton Horse Archers, but do not have Arrows of Asaph and Undead. They instead have Immunity (Fear). Scythan Warriors always treat Tutankhanut as the army's General for all purposes.
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Scythan Warriors
If your army contains Tutankhanut you may include units of Scythan Warriors. These follow the unit entry and equipment of Skeleton Horse Archers, but do not have Arrows of Asaph and Undead. They instead have Immunity (Fear). Scythan Warriors always treat Tutankhanut as the army's General for all purposes.
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Scythan Warriors
If your army contains Tutankhanut you may include units of Scythan Warriors. These follow the unit entry and equipment of Skeleton Horse Archers, but do not have Arrows of Asaph and Undead. They instead have Immunity (Fear). Scythan Warriors always treat Tutankhanut as the army's General for all purposes.
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Scythan Warriors
If your army contains Tutankhanut you may include units of Scythan Warriors. These follow the unit entry and equipment of Skeleton Horse Archers, but do not have Arrows of Asaph and Undead. They instead have Immunity (Fear). Scythan Warriors always treat Tutankhanut as the army's General for all purposes.
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Scythan Warriors
If your army contains Tutankhanut you may include units of Scythan Warriors. These follow the unit entry and equipment of Skeleton Horse Archers, but do not have Arrows of Asaph and Undead. They instead have Immunity (Fear). Scythan Warriors always treat Tutankhanut as the army's General for all purposes.
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Scythan Warriors
If your army contains Tutankhanut you may include units of Scythan Warriors. These follow the unit entry and equipment of Skeleton Horse Archers, but do not have Arrows of Asaph and Undead. They instead have Immunity (Fear). Scythan Warriors always treat Tutankhanut as the army's General for all purposes.
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Scythes
Impact Hits (+1).
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Scythes
Impact Hits (+1).
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Scythes
Impact Hits (+1).
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Scythes
Impact Hits (+1).
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Scythes
Impact Hits (+1).
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Scythes
Impact Hits (+1).
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Settra the Great
If you take Settra the Imperishable, he must be your army's General. Settra's Inspiring Presence has a range of 18".
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Settra the Great
If you take Settra the Imperishable, he must be your army's General. Settra's Inspiring Presence has a range of 18".
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Settra the Great
If you take Settra the Imperishable, he must be your army's General. Settra's Inspiring Presence has a range of 18".
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Settra the Great
If you take Settra the Imperishable, he must be your army's General. Settra's Inspiring Presence has a range of 18".
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Settra the Great
If you take Settra the Imperishable, he must be your army's General. Settra's Inspiring Presence has a range of 18".
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Settra the Great
If you take Settra the Imperishable, he must be your army's General. Settra's Inspiring Presence has a range of 18".
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Settra's Champion
If able to, Nekaph must always issue and accept challenges. When fighting in a challenge, Nekaph gains a Ward save (5+), and his Killing Blow will take effect on any To Wound rolls of 5+.
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Settra's Champion
If able to, Nekaph must always issue and accept challenges. When fighting in a challenge, Nekaph gains a Ward save (5+), and his Killing Blow will take effect on any To Wound rolls of 5+.
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Settra's Champion
If able to, Nekaph must always issue and accept challenges. When fighting in a challenge, Nekaph gains a Ward save (5+), and his Killing Blow will take effect on any To Wound rolls of 5+.
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Settra's Champion
If able to, Nekaph must always issue and accept challenges. When fighting in a challenge, Nekaph gains a Ward save (5+), and his Killing Blow will take effect on any To Wound rolls of 5+.
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Settra's Champion
If able to, Nekaph must always issue and accept challenges. When fighting in a challenge, Nekaph gains a Ward save (5+), and his Killing Blow will take effect on any To Wound rolls of 5+.
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Settra's Champion
If able to, Nekaph must always issue and accept challenges. When fighting in a challenge, Nekaph gains a Ward save (5+), and his Killing Blow will take effect on any To Wound rolls of 5+.
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Soul Reaper
As soon as Prince Apophas is placed on the tabletop, nominate one enemy character on the battlefield. Apophas re-rolls any failed To Hit and To Wound rolls against the chosen character.
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Soul Reaper
As soon as Prince Apophas is placed on the tabletop, nominate one enemy character on the battlefield. Apophas re-rolls any failed To Hit and To Wound rolls against the chosen character.
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Soul Reaper
As soon as Prince Apophas is placed on the tabletop, nominate one enemy character on the battlefield. Apophas re-rolls any failed To Hit and To Wound rolls against the chosen character.
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Soul Reaper
As soon as Prince Apophas is placed on the tabletop, nominate one enemy character on the battlefield. Apophas re-rolls any failed To Hit and To Wound rolls against the chosen character.
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Soul Reaper
As soon as Prince Apophas is placed on the tabletop, nominate one enemy character on the battlefield. Apophas re-rolls any failed To Hit and To Wound rolls against the chosen character.
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Soul Reaper
As soon as Prince Apophas is placed on the tabletop, nominate one enemy character on the battlefield. Apophas re-rolls any failed To Hit and To Wound rolls against the chosen character.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stone Shaper
Any friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters within 12" of a model with this rule gains Regeneration (6 +).
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Stone Shaper
Any friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters within 12" of a model with this rule gains Regeneration (6 +).
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Stone Shaper
Any friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters within 12" of a model with this rule gains Regeneration (6 +).
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Stone Shaper
Any friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters within 12" of a model with this rule gains Regeneration (6 +).
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Stone Shaper
Any friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters within 12" of a model with this rule gains Regeneration (6 +).
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Stone Shaper
Any friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters within 12" of a model with this rule gains Regeneration (6 +).
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Sworn Bodyguard
If you have any Characters with My Will Be Done in your army, you must nominate one of them for the Tomb Herald to protect at the start of the game. The same character may not be nominated by several Tomb Heralds. Whenever the nominated character suffers a Wound (before saves are taken) and the Tomb Herald is in the same unit as him, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted, and re-allocated to the Tomb Herald. No more than one Wound can be re-allocated to each Tomb Herald in each phase. Wounds in a challenge can't be re-allocated.
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Sworn Bodyguard
If you have any Characters with My Will Be Done in your army, you must nominate one of them for the Tomb Herald to protect at the start of the game. The same character may not be nominated by several Tomb Heralds. Whenever the nominated character suffers a Wound (before saves are taken) and the Tomb Herald is in the same unit as him, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted, and re-allocated to the Tomb Herald. No more than one Wound can be re-allocated to each Tomb Herald in each phase. Wounds in a challenge can't be re-allocated.
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Sworn Bodyguard
If you have any Characters with My Will Be Done in your army, you must nominate one of them for the Tomb Herald to protect at the start of the game. The same character may not be nominated by several Tomb Heralds. Whenever the nominated character suffers a Wound (before saves are taken) and the Tomb Herald is in the same unit as him, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted, and re-allocated to the Tomb Herald. No more than one Wound can be re-allocated to each Tomb Herald in each phase. Wounds in a challenge can't be re-allocated.
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Sworn Bodyguard
If you have any Characters with My Will Be Done in your army, you must nominate one of them for the Tomb Herald to protect at the start of the game. The same character may not be nominated by several Tomb Heralds. Whenever the nominated character suffers a Wound (before saves are taken) and the Tomb Herald is in the same unit as him, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted, and re-allocated to the Tomb Herald. No more than one Wound can be re-allocated to each Tomb Herald in each phase. Wounds in a challenge can't be re-allocated.
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Sworn Bodyguard
If you have any Characters with My Will Be Done in your army, you must nominate one of them for the Tomb Herald to protect at the start of the game. The same character may not be nominated by several Tomb Heralds. Whenever the nominated character suffers a Wound (before saves are taken) and the Tomb Herald is in the same unit as him, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted, and re-allocated to the Tomb Herald. No more than one Wound can be re-allocated to each Tomb Herald in each phase. Wounds in a challenge can't be re-allocated.
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Sworn Bodyguard
If you have any Characters with My Will Be Done in your army, you must nominate one of them for the Tomb Herald to protect at the start of the game. The same character may not be nominated by several Tomb Heralds. Whenever the nominated character suffers a Wound (before saves are taken) and the Tomb Herald is in the same unit as him, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted, and re-allocated to the Tomb Herald. No more than one Wound can be re-allocated to each Tomb Herald in each phase. Wounds in a challenge can't be re-allocated.
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Curse
If a model with the Curse is removed from play, then the enemy unit responsible, by inflicting the final wound for example, will immediately suffer D6 S 5 hits (if the model was a Lord) or D6 S 4 hits (if the model was a Hero). These Wounds are distributed as for shooting hits.
In close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to Unstable, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit.
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The Curse
If a model with the Curse is removed from play, then the enemy unit responsible, by inflicting the final wound for example, will immediately suffer D6 S 5 hits (if the model was a Lord) or D6 S 4 hits (if the model was a Hero). These Wounds are distributed as for shooting hits.
In close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to Unstable, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit.
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The Curse
If a model with the Curse is removed from play, then the enemy unit responsible, by inflicting the final wound for example, will immediately suffer D6 S 5 hits (if the model was a Lord) or D6 S 4 hits (if the model was a Hero). These Wounds are distributed as for shooting hits.
In close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to Unstable, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit.
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The Curse
If a model with the Curse is removed from play, then the enemy unit responsible, by inflicting the final wound for example, will immediately suffer D6 S 5 hits (if the model was a Lord) or D6 S 4 hits (if the model was a Hero). These Wounds are distributed as for shooting hits.
In close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to Unstable, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit.
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The Curse
If a model with the Curse is removed from play, then the enemy unit responsible, by inflicting the final wound for example, will immediately suffer D6 S 5 hits (if the model was a Lord) or D6 S 4 hits (if the model was a Hero). These Wounds are distributed as for shooting hits.
In close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to Unstable, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit.
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The Curse
If a model with the Curse is removed from play, then the enemy unit responsible, by inflicting the final wound for example, will immediately suffer D6 S 5 hits (if the model was a Lord) or D6 S 4 hits (if the model was a Hero). These Wounds are distributed as for shooting hits.
In close combat, any Wounds inflicted count towards the combat result. If more than one unit is responsible for the destruction of the model with the Curse (it is destroyed by the combat result in a multiple combat due to Unstable, for example), then all guilty units are affected. If the model is killed in a challenge, then only his opponent is cursed, and not the whole enemy unit.
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The Curse of Settra
In addition to the normal Tomb King's Curse, if Settra is killed by any means, then every enemy unit within 2D6" suffers 2D6 S 2 hits.
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The Curse of Settra
In addition to the normal Tomb King's Curse, if Settra is killed by any means, then every enemy unit within 2D6" suffers 2D6 S 2 hits.
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The Curse of Settra
In addition to the normal Tomb King's Curse, if Settra is killed by any means, then every enemy unit within 2D6" suffers 2D6 S 2 hits.
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The Curse of Settra
In addition to the normal Tomb King's Curse, if Settra is killed by any means, then every enemy unit within 2D6" suffers 2D6 S 2 hits.
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The Curse of Settra
In addition to the normal Tomb King's Curse, if Settra is killed by any means, then every enemy unit within 2D6" suffers 2D6 S 2 hits.
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The Curse of Settra
In addition to the normal Tomb King's Curse, if Settra is killed by any means, then every enemy unit within 2D6" suffers 2D6 S 2 hits.
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The Light of Ptra
At the start of each of your Shooting phases. Amanhotep may unleash the Light of Ptra from the Curse of Zandri. This is fired from the table edge of the Tomb Kings player's deployment zone.
Roll an Artillery dice to determine the number of hits caused. If a Misfire is rolled, the attack fails and you may not fire it the next Shooting phase.
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The Light of Ptra
At the start of each of your Shooting phases. Amanhotep may unleash the Light of Ptra from the Curse of Zandri. This is fired from the table edge of the Tomb Kings player's deployment zone.
Roll an Artillery dice to determine the number of hits caused. If a Misfire is rolled, the attack fails and you may not fire it the next Shooting phase.
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The Light of Ptra
At the start of each of your Shooting phases. Amanhotep may unleash the Light of Ptra from the Curse of Zandri. This is fired from the table edge of the Tomb Kings player's deployment zone.
Roll an Artillery dice to determine the number of hits caused. If a Misfire is rolled, the attack fails and you may not fire it the next Shooting phase.
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The Light of Ptra
At the start of each of your Shooting phases. Amanhotep may unleash the Light of Ptra from the Curse of Zandri. This is fired from the table edge of the Tomb Kings player's deployment zone.
Roll an Artillery dice to determine the number of hits caused. If a Misfire is rolled, the attack fails and you may not fire it the next Shooting phase.
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The Light of Ptra
At the start of each of your Shooting phases. Amanhotep may unleash the Light of Ptra from the Curse of Zandri. This is fired from the table edge of the Tomb Kings player's deployment zone.
Roll an Artillery dice to determine the number of hits caused. If a Misfire is rolled, the attack fails and you may not fire it the next Shooting phase.
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The Light of Ptra
At the start of each of your Shooting phases. Amanhotep may unleash the Light of Ptra from the Curse of Zandri. This is fired from the table edge of the Tomb Kings player's deployment zone.
Roll an Artillery dice to determine the number of hits caused. If a Misfire is rolled, the attack fails and you may not fire it the next Shooting phase.
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The Stone Host of Quatar
If Sehenesmet is the army's General all units of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters count as Core/Special units rather than Special/Rare units. However, all other Core/Special units will counts as Special/Rare units instead.
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The Stone Host of Quatar
If Sehenesmet is the army's General all units of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters count as Core/Special units rather than Special/Rare units. However, all other Core/Special units will counts as Special/Rare units instead.
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The Stone Host of Quatar
If Sehenesmet is the army's General all units of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters count as Core/Special units rather than Special/Rare units. However, all other Core/Special units will counts as Special/Rare units instead.
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The Stone Host of Quatar
If Sehenesmet is the army's General all units of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters count as Core/Special units rather than Special/Rare units. However, all other Core/Special units will counts as Special/Rare units instead.
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The Stone Host of Quatar
If Sehenesmet is the army's General all units of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters count as Core/Special units rather than Special/Rare units. However, all other Core/Special units will counts as Special/Rare units instead.
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The Stone Host of Quatar
If Sehenesmet is the army's General all units of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters count as Core/Special units rather than Special/Rare units. However, all other Core/Special units will counts as Special/Rare units instead.
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Thundercrush Attack
After its crew have attacked, a Khemrian Warsphinx may exchange all of its Attacks to make a single Thundercrush Attack (though it can still Stomp). Roll To Hit against the highest WS amongst the enemy models in base contact. If this Attack hits, place the small template anywhere so that it is touching the Khemrian Warsphinx's base. Any Infantry, War Beast or Swarm models that lie underneath the template (friend or foe) suffer a single S 3 hit. The model under the template's central hole instead suffers a single S 9 hit with Multiple Wounds (D3). Other troop types underneath the template are too big to be crushed, and don't suffer any hits.
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Thundercrush Attack
After its crew have attacked, a Khemrian Warsphinx may exchange all of its Attacks to make a single Thundercrush Attack (though it can still Stomp). Roll To Hit against the highest WS amongst the enemy models in base contact. If this Attack hits, place the small template anywhere so that it is touching the Khemrian Warsphinx's base. Any Infantry, War Beast or Swarm models that lie underneath the template (friend or foe) suffer a single S 3 hit. The model under the template's central hole instead suffers a single S 9 hit with Multiple Wounds (D3). Other troop types underneath the template are too big to be crushed, and don't suffer any hits.
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Thundercrush Attack
After its crew have attacked, a Khemrian Warsphinx may exchange all of its Attacks to make a single Thundercrush Attack (though it can still Stomp). Roll To Hit against the highest WS amongst the enemy models in base contact. If this Attack hits, place the small template anywhere so that it is touching the Khemrian Warsphinx's base. Any Infantry, War Beast or Swarm models that lie underneath the template (friend or foe) suffer a single S 3 hit. The model under the template's central hole instead suffers a single S 9 hit with Multiple Wounds (D3). Other troop types underneath the template are too big to be crushed, and don't suffer any hits.
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Thundercrush Attack
After its crew have attacked, a Khemrian Warsphinx may exchange all of its Attacks to make a single Thundercrush Attack (though it can still Stomp). Roll To Hit against the highest WS amongst the enemy models in base contact. If this Attack hits, place the small template anywhere so that it is touching the Khemrian Warsphinx's base. Any Infantry, War Beast or Swarm models that lie underneath the template (friend or foe) suffer a single S 3 hit. The model under the template's central hole instead suffers a single S 9 hit with Multiple Wounds (D3). Other troop types underneath the template are too big to be crushed, and don't suffer any hits.
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Thundercrush Attack
After its crew have attacked, a Khemrian Warsphinx may exchange all of its Attacks to make a single Thundercrush Attack (though it can still Stomp). Roll To Hit against the highest WS amongst the enemy models in base contact. If this Attack hits, place the small template anywhere so that it is touching the Khemrian Warsphinx's base. Any Infantry, War Beast or Swarm models that lie underneath the template (friend or foe) suffer a single S 3 hit. The model under the template's central hole instead suffers a single S 9 hit with Multiple Wounds (D3). Other troop types underneath the template are too big to be crushed, and don't suffer any hits.
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Thundercrush Attack
After its crew have attacked, a Khemrian Warsphinx may exchange all of its Attacks to make a single Thundercrush Attack (though it can still Stomp). Roll To Hit against the highest WS amongst the enemy models in base contact. If this Attack hits, place the small template anywhere so that it is touching the Khemrian Warsphinx's base. Any Infantry, War Beast or Swarm models that lie underneath the template (friend or foe) suffer a single S 3 hit. The model under the template's central hole instead suffers a single S 9 hit with Multiple Wounds (D3). Other troop types underneath the template are too big to be crushed, and don't suffer any hits.
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Tomb Blades
Models with this rule have Killing Blow and Magical Attacks.
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Tomb Blades
Models with this rule have Killing Blow and Magical Attacks.
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Tomb Blades
Models with this rule have Killing Blow and Magical Attacks.
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Tomb Blades
Models with this rule have Killing Blow and Magical Attacks.
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Tomb Blades
Models with this rule have Killing Blow and Magical Attacks.
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Tomb Blades
Models with this rule have Killing Blow and Magical Attacks.
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Tomb King Battle Standard Bearer
In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to Unstable, or following the death of the army's Hierophant.
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Tomb King Battle Standard Bearer
In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to Unstable, or following the death of the army's Hierophant.
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Tomb King Battle Standard Bearer
In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to Unstable, or following the death of the army's Hierophant.
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Tomb King Battle Standard Bearer
In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to Unstable, or following the death of the army's Hierophant.
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Tomb King Battle Standard Bearer
In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to Unstable, or following the death of the army's Hierophant.
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Tomb King Battle Standard Bearer
In addition to the normal rules for the army battle standard, units of Undead within 12" of their battle standard suffer D3 Wounds less than they normally would due to Unstable, or following the death of the army's Hierophant.
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Unleashed Souls
If a Casket of Souls is destroyed, roll a D6 for every unit (friend or foe!) within 12" of the Casket before it is removed from play. On a roll of 4+, that unit immediately suffers D6 S 6 hits, distributed as for shooting. These are magical attacks, and no armour saves can be taken against them. After resolving the effects of Unleashed Souls, remove the Casket of Souls as normal.
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Unleashed Souls
If a Casket of Souls is destroyed, roll a D6 for every unit (friend or foe!) within 12" of the Casket before it is removed from play. On a roll of 4+, that unit immediately suffers D6 S 6 hits, distributed as for shooting. These are magical attacks, and no armour saves can be taken against them. After resolving the effects of Unleashed Souls, remove the Casket of Souls as normal.
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Unleashed Souls
If a Casket of Souls is destroyed, roll a D6 for every unit (friend or foe!) within 12" of the Casket before it is removed from play. On a roll of 4+, that unit immediately suffers D6 S 6 hits, distributed as for shooting. These are magical attacks, and no armour saves can be taken against them. After resolving the effects of Unleashed Souls, remove the Casket of Souls as normal.
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Unleashed Souls
If a Casket of Souls is destroyed, roll a D6 for every unit (friend or foe!) within 12" of the Casket before it is removed from play. On a roll of 4+, that unit immediately suffers D6 S 6 hits, distributed as for shooting. These are magical attacks, and no armour saves can be taken against them. After resolving the effects of Unleashed Souls, remove the Casket of Souls as normal.
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Unleashed Souls
If a Casket of Souls is destroyed, roll a D6 for every unit (friend or foe!) within 12" of the Casket before it is removed from play. On a roll of 4+, that unit immediately suffers D6 S 6 hits, distributed as for shooting. These are magical attacks, and no armour saves can be taken against them. After resolving the effects of Unleashed Souls, remove the Casket of Souls as normal.
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Unleashed Souls
If a Casket of Souls is destroyed, roll a D6 for every unit (friend or foe!) within 12" of the Casket before it is removed from play. On a roll of 4+, that unit immediately suffers D6 S 6 hits, distributed as for shooting. These are magical attacks, and no armour saves can be taken against them. After resolving the effects of Unleashed Souls, remove the Casket of Souls as normal.
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Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Wards of the Gods
At the beginning of each of your turns, you may choose one Ward. Each Ward lasts until the beginning of your next turn.
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Wards of the Gods
At the beginning of each of your turns, you may choose one Ward. Each Ward lasts until the beginning of your next turn.
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Wards of the Gods
At the beginning of each of your turns, you may choose one Ward. Each Ward lasts until the beginning of your next turn.
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Wards of the Gods
At the beginning of each of your turns, you may choose one Ward. Each Ward lasts until the beginning of your next turn.
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Wards of the Gods
At the beginning of each of your turns, you may choose one Ward. Each Ward lasts until the beginning of your next turn.
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Wards of the Gods
At the beginning of each of your turns, you may choose one Ward. Each Ward lasts until the beginning of your next turn.
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Wrath of the Creator
The Necrotect confers Hatred onto his unit. If he leaves the unit, or is slain, the unit immediately loses Hatred.
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Wrath of the Creator
The Necrotect confers Hatred onto his unit. If he leaves the unit, or is slain, the unit immediately loses Hatred.
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Wrath of the Creator
The Necrotect confers Hatred onto his unit. If he leaves the unit, or is slain, the unit immediately loses Hatred.
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Wrath of the Creator
The Necrotect confers Hatred onto his unit. If he leaves the unit, or is slain, the unit immediately loses Hatred.
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Wrath of the Creator
The Necrotect confers Hatred onto his unit. If he leaves the unit, or is slain, the unit immediately loses Hatred.
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Wrath of the Creator
The Necrotect confers Hatred onto his unit. If he leaves the unit, or is slain, the unit immediately loses Hatred.
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