Correspondence of translations with another language
EN | FR | DE | PL | ES | IT |
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Halberd
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Hallebardes
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Hellebarde
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Halberd
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Alabarda
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Alabarda
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Covenant Of Power
A nimbus of sorcerous energy swirls around a Casket of Souls’ infernal form. So great is this power that the incantations of nearby Liche Priests become infused with a portion of the casket’s energy.
Whilst within 12" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12" of a Casket of Souls may apply a +1 modifier to the Casting roll.
Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls.
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Alliance de Pouvoir
L'Arche des Âmes Damnées est entourée d'un nuage d'énergie magique. Ce pouvoir est si grand que les incantations des Prêtres Liches à proximité se trouvent renforcées.
Tant qu'ils sont à 12" d'une Arche des Âmes Damnées, les Prêtres Liches amis peuvent appliquer un modificateur de +1 à tout jet de Lancement qu'ils effectuent. De plus, toute figurine (amie ou ennemie) qui lance un sort Lié alors qu'elle est à 12" d'une Arche des Âmes Damnées peut appliquer un modificateur de +1 au jet de Lancement.
Notez toutefois que ce bonus ne s'applique pas aux sorts Liés lancés par l'Arche des Âmes Damnées.
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Covenant Of Power
A nimbus of sorcerous energy swirls around a Casket of Souls’ infernal form. So great is this power that the incantations of nearby Liche Priests become infused with a portion of the casket’s energy.
Whilst within 12" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12" of a Casket of Souls may apply a +1 modifier to the Casting roll.
Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls.
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Covenant Of Power
A nimbus of sorcerous energy swirls around a Casket of Souls’ infernal form. So great is this power that the incantations of nearby Liche Priests become infused with a portion of the casket’s energy.
Whilst within 12" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12" of a Casket of Souls may apply a +1 modifier to the Casting roll.
Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls.
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Covenant Of Power
A nimbus of sorcerous energy swirls around a Casket of Souls’ infernal form. So great is this power that the incantations of nearby Liche Priests become infused with a portion of the casket’s energy.
Whilst within 12" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12" of a Casket of Souls may apply a +1 modifier to the Casting roll.
Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls.
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Covenant Of Power
A nimbus of sorcerous energy swirls around a Casket of Souls’ infernal form. So great is this power that the incantations of nearby Liche Priests become infused with a portion of the casket’s energy.
Whilst within 12" of a Casket of Souls, friendly Liche Priests may apply a +1 modifier to any Casting roll they make. Additionally, any model (friend or foe) that casts a Bound spell whilst within 12" of a Casket of Souls may apply a +1 modifier to the Casting roll.
Note, however, that this bonus does not apply to any Bound spells cast by a Casket of Souls.
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Ambushers
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Embusqueur
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Ambushers
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Ambushers
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Ambushers
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Ambushers
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Shortbow
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Arc court
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Shortbow
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Shortbow
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Cambiar escudos por arcos cortos
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Shortbow
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Warbow
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Arc de guerre
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Warbow
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Warbow
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Warbow
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Warbow
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Arise!
As the Liche Priest intones words of power learned long ago from dusty papyrus, the broken forms of fallen skeletal legionaries begin to rise jerkily from the dust.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 154) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry:
• If the unit’s troop type is ‘regular infantry’, ‘heavy infantry’ or ‘swarms’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +D3.
• If the unit’s troop type is ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +1.
• If the unit’s troop type is ‘monstrous infantry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character‘s Level of Wizardry.
• If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
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Levez-vous!
Le Prêtre Liche enchante une incantation apprise il y a fort longtemps sur un papyrus poussiéreux, et les corps brisés des légionnaires squelettiques se relèvent peu à peu.
À la sous-phase de Commandement de son tour, s'il n'est pas engagé en combat, ce personnage peut tenter de ressusciter les guerriers tombés (voir page 154) en effectuant un test de Commandement (en utilisant son propre Commandement). En cas de réussite, une seule unité amie ayant la règle spéciale Morts-vivants de Nehekhara et qui se trouve à 12" de ce personnage récupère un certain nombre de Points de Vie. Cependant, réparer par magie de gigantesques amas morts-vivants est plus ardu que faire se relever des squelettes. Par conséquent, le nombre de Points de vie récupérés dépend du type de troupe de l'unité et du Niveau de Sorcellerie de ce personnage :
Si le Type de Troupe de l'unité est "infanterie régulière", "infanterie lourde" ou "nuées", elle récupère un nombre de Points de Vie égal au Niveau de Sorcellerie de ce personnage +D3.
Si le Type de Troupe de l'unité est "cavalerie légère", "cavalerie lourde" ou "bêtes de guerre", elle récupère un nombre de Points de Vie égal au Niveau de Sorcellerie de ce personnage +1.
Si le Type de Troupe de l'unité est "infanterie monstrueuse", "cavalerie monstrueuse" ou "char léger", elle récupère un nombre de Points de Vie égal au Niveau de Sorcellerie de ce personnage.
Si le Type de Troupe de l'unité est "char lourd", "créature monstrueuse", "béhémoth" ou "machine de guerre", elle récupère un seul Point de Vie.
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Arise!
As the Liche Priest intones words of power learned long ago from dusty papyrus, the broken forms of fallen skeletal legionaries begin to rise jerkily from the dust.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 154) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry:
• If the unit’s troop type is ‘regular infantry’, ‘heavy infantry’ or ‘swarms’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +D3.
• If the unit’s troop type is ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +1.
• If the unit’s troop type is ‘monstrous infantry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character‘s Level of Wizardry.
• If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
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Arise!
As the Liche Priest intones words of power learned long ago from dusty papyrus, the broken forms of fallen skeletal legionaries begin to rise jerkily from the dust.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 154) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry:
• If the unit’s troop type is ‘regular infantry’, ‘heavy infantry’ or ‘swarms’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +D3.
• If the unit’s troop type is ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +1.
• If the unit’s troop type is ‘monstrous infantry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character‘s Level of Wizardry.
• If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
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Arise!
As the Liche Priest intones words of power learned long ago from dusty papyrus, the broken forms of fallen skeletal legionaries begin to rise jerkily from the dust.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 154) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry:
• If the unit’s troop type is ‘regular infantry’, ‘heavy infantry’ or ‘swarms’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +D3.
• If the unit’s troop type is ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +1.
• If the unit’s troop type is ‘monstrous infantry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character‘s Level of Wizardry.
• If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
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Arise!
As the Liche Priest intones words of power learned long ago from dusty papyrus, the broken forms of fallen skeletal legionaries begin to rise jerkily from the dust.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to resurrect the fallen (see page 154) by making a Leadership test (using their own Leadership). If this test is passed, a single friendly unit that has the Nehekharan Undead special rule and is within 12" of this character recovers a number of lost Wounds. However, magically repairing gigantic undead constructs is much harder than raising skeletons from the sand. Therefore, how many Wounds are recovered depends upon the unit’s troop type and this character’s Level of Wizardry:
• If the unit’s troop type is ‘regular infantry’, ‘heavy infantry’ or ‘swarms’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +D3.
• If the unit’s troop type is ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’, it recovers a number of Wounds equal to this character‘s Level of Wizardry +1.
• If the unit’s troop type is ‘monstrous infantry’, ‘monstrous cavalry’ or ‘light chariot’, it recovers a number of Wounds equal to this character‘s Level of Wizardry.
• If the unit’s troop type is ‘heavy chariot’, ‘monstrous creature’, ‘behemoth’ or ‘war machine’, it recovers a single Wound.
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Great Weapon
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Arme lourde
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Zweihandwaffe
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Great Weapon
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Arma a dos manos
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Grande Arma
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Hand Weapon
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Arme de base
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Hand weapon
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Hand Weapon
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Arma de mano y escudo
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Arma a Una Mano
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Light armour
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Armure légère
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Leichte Rüstung
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Light armour
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Armadura ligera
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Armatura Leggera
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Heavy armour
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Armure lourde
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Schwere Rüstung
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Heavy armour
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Armadura pesada
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Armatura Pesante
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Armoured Hide
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Peau Blindée
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Armoured Hide
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Armoured Hide
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Armoured Hide
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Armoured Hide
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Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy.
Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
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Flèches d'Asaph
Les unités ayant cette règle spéciale n'appliquent jamais de modificateurs à leurs jets de Touche quand elles tirent, quelle que soit la source du modificateur.
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Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy.
Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
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Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy.
Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
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Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy.
Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
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Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy.
Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
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Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy.
Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
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Flèches d'Asaph
Les unités ayant cette règle spéciale n'appliquent jamais de modificateurs à leurs jets de Touche quand elles tirent, quelle que soit la source du modificateur.
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Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy.
Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
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Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy.
Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
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Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy.
Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
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Arrows Of Asaph
These arrows carry the blessing of the goddess Asaph, and they seek out their enemies with unerring accuracy.
Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier.
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Unstoppable Assault
A charging Necrolith Colossus is nigh impossible to stop, its huge arms raining blow upon blow down on the foe, each sending dead and broken bodies flying in all directions.
During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule.
Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule.
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Assaut Inexorable
La charge d'un Colosse Nécrolithe est quasiment impossible à arrêter, car ses énormes bras font pleuvoir les coups sur l'ennemi, chaque revers faisant voler des cadavres dans toutes les directions.
À la phase de Combat de n'importe quel tour où cette figurine a chargé, chaque attaque qu'elle effectue qui cause une blessure non sauvegardée lui permet d'effectuer immédiatement 1 attaque additionnelle. Ces attaques additionnelles bénéficient également de cette règle spéciale. Notez que toute blessure non sauvegardée causée par la règle spéciale Attaques de Piétinement (D3) ne bénéficie pas de cette règle spéciale.
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Unstoppable Assault
A charging Necrolith Colossus is nigh impossible to stop, its huge arms raining blow upon blow down on the foe, each sending dead and broken bodies flying in all directions.
During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule.
Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule.
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Unstoppable Assault
A charging Necrolith Colossus is nigh impossible to stop, its huge arms raining blow upon blow down on the foe, each sending dead and broken bodies flying in all directions.
During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule.
Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule.
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Unstoppable Assault
A charging Necrolith Colossus is nigh impossible to stop, its huge arms raining blow upon blow down on the foe, each sending dead and broken bodies flying in all directions.
During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule.
Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule.
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Unstoppable Assault
A charging Necrolith Colossus is nigh impossible to stop, its huge arms raining blow upon blow down on the foe, each sending dead and broken bodies flying in all directions.
During the Combat phase of any turn in which this model charged, every attack it makes that causes an unsaved wound allows it to immediately make one additional attack. These additional attacks also benefit from this special rule.
Note that any unsaved wounds caused by the Stomp Attacks (D3) special rule do not benefit from this special rule.
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Stomp Attacks
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Attaques de Piétinement
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Niedertrampeln-Attacke
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Stomp Attacks
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Golpetazo
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Attacchi di Calpestamento
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Poisoned Attacks
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Attaques Empoisonnées
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Poisoned Attacks
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Poisoned Attacks
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Poisoned Attacks
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Poisoned Attacks
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Impact Hits
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Touches d'Impact
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Aufpralltreffer
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Impact Hits
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Impactos por Carga
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Colpi d'Impatto
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Vanguard
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Avant-garde
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Vorhut
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Vanguard
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Vanguardia
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Avanguardia
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Beaks And Talons
counts as hand weapons
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Beaks And Talons
counts as hand weapons
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Beaks And Talons
counts as hand weapons
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Beaks And Talons
counts as hand weapons
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Beaks And Talons
counts as hand weapons
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Beaks And Talons
counts as hand weapons
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Bone Carapace
counts as heavy armour
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Carapace osseuse
compte comme une armure lourde
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Bone Carapace
counts as heavy armour
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Bone Carapace
counts as heavy armour
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Bone Carapace
counts as heavy armour
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Bone Carapace
counts as heavy armour
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Shield
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Bouclier
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Schild
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Shield
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Escudos
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Scudo
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Breath Of Desiccation
R S AP Special Rules
Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
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Souffle de dessiccation
P F PA Règles Spéciales
N/A 3 -2 Arme à Souffle, Attaques Magiques, Blessures Multiples (2)
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Breath Of Desiccation
R S AP Special Rules
Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
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Breath Of Desiccation
R S AP Special Rules
Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
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Breath Of Desiccation
R S AP Special Rules
Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
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Breath Of Desiccation
R S AP Special Rules
Breath of desiccation N/A 3 -2 Breath Weapon, Magical Attacks, Multiple Wounds (2)
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Flammable
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Inflammable
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Brennbar
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Flammable
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Inflamable
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Infiammabile
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Screaming Skull Catapult
R S AP Special Rules
Screaming Skull catapult 12-60" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Magical Attacks, Move or Shoot, Multiple Wounds (D3+1), Screaming Skulls
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Screaming Skull Catapult Special Rules
Screaming Skulls: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
Skulls of the Foe: Until your next Start of Turn sub-phase, any enemy unit that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2).
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Catapulte à Crânes Hurlants
P F PA Règles Spéciales
12-60" 4(8) -1(-3) Bombardement, Encombrant, Attaqques Enflammées, Attaques Magiques, Mouvement ou Tir, Blessures Multiples (D3+1), Crânes Hurlants
Notes : Cette arme tire comme une catapulte, en utilisant la règle spéciale "Bombardement", un gabarit d'explosion de 3" et le tableau des Incidents de Tir des Catapultes. La règle spéciale Blessures Multiples (D3+1) s'applique uniquement à une figurine individuelle dont le socle se trouve sous le trou central du gabarit d'explosion.
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Screaming Skull Catapult
R S AP Special Rules
Screaming Skull catapult 12-60" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Magical Attacks, Move or Shoot, Multiple Wounds (D3+1), Screaming Skulls
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Screaming Skull Catapult Special Rules
Screaming Skulls: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
Skulls of the Foe: Until your next Start of Turn sub-phase, any enemy unit that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2).
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Screaming Skull Catapult
R S AP Special Rules
Screaming Skull catapult 12-60" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Magical Attacks, Move or Shoot, Multiple Wounds (D3+1), Screaming Skulls
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Screaming Skull Catapult Special Rules
Screaming Skulls: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
Skulls of the Foe: Until your next Start of Turn sub-phase, any enemy unit that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2).
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Screaming Skull Catapult
R S AP Special Rules
Screaming Skull catapult 12-60" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Magical Attacks, Move or Shoot, Multiple Wounds (D3+1), Screaming Skulls
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Screaming Skull Catapult Special Rules
Screaming Skulls: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
Skulls of the Foe: Until your next Start of Turn sub-phase, any enemy unit that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2).
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Screaming Skull Catapult
R S AP Special Rules
Screaming Skull catapult 12-60" 4 (8) -1 (-3) Bombardment, Cumbersome, Flaming Attacks, Magical Attacks, Move or Shoot, Multiple Wounds (D3+1), Screaming Skulls
Notes: This weapon shoots like a stone thrower, using the ‘Bombardment’ special rule, a 3" blast template and the Stone Thrower Misfire table. The Multiple Wounds (D3+1) special rule applies only to a single model whose base lies underneath the central hole of the blast template.
Screaming Skull Catapult Special Rules
Screaming Skulls: Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
Skulls of the Foe: Until your next Start of Turn sub-phase, any enemy unit that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Leadership characteristic (to a minimum of 2).
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Cavalry Spear
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Lance de cavalerie
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Cavalry Spear
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Cavalry Spear
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Cavalry Spear
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Cavalry Spear
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Cleaving Blades
R S AP Special Rules
Cleaving blades Combat S -1 Killing Blow
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Lames fendoirs
P F PA Règles Spéciales
Combat F -1 Coup Fatal
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Cleaving Blades
R S AP Special Rules
Cleaving blades Combat S -1 Killing Blow
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Cleaving Blades
R S AP Special Rules
Cleaving blades Combat S -1 Killing Blow
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Cleaving Blades
R S AP Special Rules
Cleaving blades Combat S -1 Killing Blow
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Cleaving Blades
R S AP Special Rules
Cleaving blades Combat S -1 Killing Blow
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Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Coup de Fendoir
D'un coup vif et précis, un guerrier habile peut fendre même une armure.
Si une figurine ayant cette règle spéciale obtient un 6 naturel quand elle effectue un jet de Blessure pour une attaque effectuée en combat, elle a porté un "Coup de Fendoir". Les figurines ennemies dont le type de troupe est "infanterie régulière", "infanterie lourde", "cavalerie légère", "cavalerie lourde" ou "bêtes de guerre" n'ont pas droit à une sauvegarde d'armure ou de Régénération contre un Coup de Fendoir (les sauvegardes Invulnérables peuvent être tentées normalement).
Notez que si une attaque blesse automatiquement, on ne peut pas utiliser cette règle spéciale.
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Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Cleaving Blow
With a swift and deadly strike, a skilled warrior can cleave through armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Cleaving Blow
A swift and deadly strike can cleave through the thickest of armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Coup De Fendoir
Si une figurine ayant cette règle spéciale obtient un 6 naturel lorsqu'elle effectue un jet de Blessure pour une attaque en combat, elle a porté un "Coup de Fendoir". Les figurines ennemies dont le type de troupe est "infanterie régulière", "infanterie lourde", "cavalerie légère", "cavalerie lourde" ou "bêtes de guerre" n'ont pas droit à une sauvegarde d'armure ou de Régénération contre un Coup de Fendoir (les sauvegardes Invulnérables peuvent être tentées normalement).
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Cleaving Blow
A swift and deadly strike can cleave through the thickest of armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Cleaving Blow
A swift and deadly strike can cleave through the thickest of armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Cleaving Blow
A swift and deadly strike can cleave through the thickest of armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Cleaving Blow
A swift and deadly strike can cleave through the thickest of armour.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).
Note that if an attack wounds automatically, this special rule cannot be used.
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Close Order
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Ordre Serré
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Close Order
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Close Order
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Close Order
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Close Order
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Cloud of Dust
Great clouds of desert sand and dust seethe and billow about a Necrolith Bone Dragon, hiding its form from the eyes of its enemies.
Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
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Nuage de Poussière
Des nuages de poussière et de sable tourbillonnent autour d'un Dragon d'Os Nécrolithe, le dissimulant au regard de l'ennemi.
Toute figurine ennemie qui cible cette figurine à la phase de Tir subit un modificateur additionnel de -1 aux jets de Touche.
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Cloud of Dust
Great clouds of desert sand and dust seethe and billow about a Necrolith Bone Dragon, hiding its form from the eyes of its enemies.
Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
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Cloud of Dust
Great clouds of desert sand and dust seethe and billow about a Necrolith Bone Dragon, hiding its form from the eyes of its enemies.
Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
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Cloud of Dust
Great clouds of desert sand and dust seethe and billow about a Necrolith Bone Dragon, hiding its form from the eyes of its enemies.
Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
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Cloud of Dust
Great clouds of desert sand and dust seethe and billow about a Necrolith Bone Dragon, hiding its form from the eyes of its enemies.
Any enemy model that targets this model during the Shooting phase suffers an additional -1 To Hit modifier.
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Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
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Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
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Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
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Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
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Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
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Commander Of Legions
Settra gains the Arise! special rule and, unlike other models with this special rule, may use it even when engaged in combat.
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Killing Blow
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Coup Fatal
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Killing Blow
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Killing Blow
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Killing Blow
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Killing Blow
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Poisonous fangs
counts as hand weapon
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Crochets empoisonnés
compte comme une arme de base
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Poisonous fangs
counts as hand weapon
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Poisonous fangs
counts as hand weapon
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Poisonous fangs
counts as hand weapon
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Poisonous fangs
counts as hand weapon
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Curse Of The Necropolis
A powerful curse hangs over the rulers of Nehekhara. Those that would dare strike down these ancient lords find their blood turned to sand and their bodies engulfed in swarms of desert locusts.
If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -.
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Malédiction De La Nécropole
Si cette figurine perd son dernier Point de Vie à cause d'une attaque ennemie, l'unité qui a effectué l'attaque doit immédiatement effectuer un test de Commandement. En cas d'échec, l'unité ennemie subit D3 touches de Force 2, chacune ayant une PA de -.
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Curse Of The Necropolis
A powerful curse hangs over the rulers of Nehekhara. Those that would dare strike down these ancient lords find their blood turned to sand and their bodies engulfed in swarms of desert locusts.
If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -.
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Curse Of The Necropolis
A powerful curse hangs over the rulers of Nehekhara. Those that would dare strike down these ancient lords find their blood turned to sand and their bodies engulfed in swarms of desert locusts.
If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -.
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Curse Of The Necropolis
A powerful curse hangs over the rulers of Nehekhara. Those that would dare strike down these ancient lords find their blood turned to sand and their bodies engulfed in swarms of desert locusts.
If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -.
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Curse Of The Necropolis
A powerful curse hangs over the rulers of Nehekhara. Those that would dare strike down these ancient lords find their blood turned to sand and their bodies engulfed in swarms of desert locusts.
If a model with this special rule loses its last Wound to an enemy attack, the unit that made the attack must immediately make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -.
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Envenomed Sting
R S AP Special Rules
Envenomed sting Combat S - Poisoned Attacks, Strike First
Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
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Dard venimeux
P F PA Règles Spéciales
Combat F - Attaques Empoisonnées, Frappe en Premier
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Envenomed Sting
R S AP Special Rules
Envenomed sting Combat S - Poisoned Attacks, Strike First
Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
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Envenomed Sting
R S AP Special Rules
Envenomed sting Combat S - Poisoned Attacks, Strike First
Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
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Envenomed Sting
R S AP Special Rules
Envenomed sting Combat S - Poisoned Attacks, Strike First
Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
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Envenomed Sting
R S AP Special Rules
Envenomed sting Combat S - Poisoned Attacks, Strike First
Notes: In combat, this model may choose to make one of its attacks each turn with this weapon.
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Decapitating Claws
R S AP Special Rules
Decapitating claws Combat S -2 Killing Blow, Monster Slayee
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Pinces décapitantes
P F PA Règles Spéciales
Combat F -2 Coup Fatal, Tueur de Monstres
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Decapitating Claws
R S AP Special Rules
Decapitating claws Combat S -2 Killing Blow, Monster Slayee
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Decapitating Claws
R S AP Special Rules
Decapitating claws Combat S -2 Killing Blow, Monster Slayee
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Decapitating Claws
R S AP Special Rules
Decapitating claws Combat S -2 Killing Blow, Monster Slayee
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Decapitating Claws
R S AP Special Rules
Decapitating claws Combat S -2 Killing Blow, Monster Slayee
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Decapitating Strike
R S AP Special Rules
Decapitating strike Combat S+5 -4 Killing Blow, Monster Slayer, Strike Last
Notes: This model may make one additional attack each turn with this weapon.
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Frappe de décapitation
P F PA Règles Spéciales
Combat F_5 -4 Coup Fatal, Tueur de Monstres, Frappe en Dernier
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Decapitating Strike
R S AP Special Rules
Decapitating strike Combat S+5 -4 Killing Blow, Monster Slayer, Strike Last
Notes: This model may make one additional attack each turn with this weapon.
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Decapitating Strike
R S AP Special Rules
Decapitating strike Combat S+5 -4 Killing Blow, Monster Slayer, Strike Last
Notes: This model may make one additional attack each turn with this weapon.
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Decapitating Strike
R S AP Special Rules
Decapitating strike Combat S+5 -4 Killing Blow, Monster Slayer, Strike Last
Notes: This model may make one additional attack each turn with this weapon.
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Decapitating Strike
R S AP Special Rules
Decapitating strike Combat S+5 -4 Killing Blow, Monster Slayer, Strike Last
Notes: This model may make one additional attack each turn with this weapon.
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Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads.
Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound.
Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
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Desséchés
Chaque fois que cette figurine subit une blessure non sauvegardée causée par une Attaque Enflammée, votre adversaire peut jeter un D6. Sur 1-3, les flammes s'éteignent rapidement et cette figurine ne souffre pas davantage. Sur 4+, le feu prend et cette figurine perd 1 Point de Vie additionnel.
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Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads.
Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound.
Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
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Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads.
Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound.
Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
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Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads.
Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound.
Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
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Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads.
Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound.
Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
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Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads.
Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound.
Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
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Desséchés
Chaque fois que cette figurine subit une blessure non sauvegardée causée par une Attaque Enflammée, votre adversaire peut jeter un D6. Sur 1-3, les flammes s'éteignent rapidement et cette figurine ne souffre pas davantage. Sur 4+, le feu prend et cette figurine perd 1 Point de Vie additionnel.
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Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads.
Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound.
Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
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Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads.
Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound.
Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
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Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads.
Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound.
Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
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Dry As Dust
Entombed beneath the arid desert, the remains of living things become as dry as the dust in which they lay and, should they catch aflame, the fire quickly spreads.
Each time this model suffers an unsaved wound from a Flaming Attack, your opponent may roll a D6. On a roll of 1-3, the flames quickly die down and this model escapes further harm. On a roll of 4+, the flames take hold and this model loses one additional Wound.
Note that excess wounds caused to a model will have no additional effect except in the case of a character that is part of a challenge, in which case this special rule counts for Overkill. Excess wounds do not ‘spill over’ onto other models in the unit.
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Detachment
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Détachement
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Detachment
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Detachment
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Detachment
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Detachment
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Draconic Scales
counts as full plate armour
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Écailles de dragon
compte comme une armure de plate complète
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Draconic Scales
counts as full plate armour
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Draconic Scales
counts as full plate armour
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Draconic Scales
counts as full plate armour
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Draconic Scales
counts as full plate armour
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Scouts
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Eclaireurs
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Scouts
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Scouts
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Scouts
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Scouts
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Terror
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Terreur
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Entsetzen
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Terror
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Terror
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Terrore
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Unbound Spirits
If the guardians of a Casket of Souls are slain, the tortured souls contained within the vessel will escape their confines in a raging maelstrom of destruction and vengeance.
If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play.
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Esprits Déchaînés
Si les gardiens d'une Arche des Âmes Damnées sont tués, les âmes tourmentées qu'elle contient s'échappent en un tourbillon de destruction et de vengeance.
Si les servants d'une Arche des Âmes Damnées sont réduits à zéro Point de Vie, jetez immédiatement un dé à six faces pour chaque unité (amie ou ennemie) à 12" de la figurine. Sur un résultat de 4 ou plus, l'unité subit un nombre de touches de Force 3 égal au résultat du dé, sans aucune sauvegarde d'armure ni de régénération autorisée (les sauvegardes Invulnérables peuvent être tentées normalement). Une fois que ces touches ont été résolues, l'Arche des Âmes Damnées est retirée du jeu.
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Unbound Spirits
If the guardians of a Casket of Souls are slain, the tortured souls contained within the vessel will escape their confines in a raging maelstrom of destruction and vengeance.
If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play.
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Unbound Spirits
If the guardians of a Casket of Souls are slain, the tortured souls contained within the vessel will escape their confines in a raging maelstrom of destruction and vengeance.
If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play.
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Unbound Spirits
If the guardians of a Casket of Souls are slain, the tortured souls contained within the vessel will escape their confines in a raging maelstrom of destruction and vengeance.
If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play.
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Unbound Spirits
If the guardians of a Casket of Souls are slain, the tortured souls contained within the vessel will escape their confines in a raging maelstrom of destruction and vengeance.
If the crew of a Casket of Souls is reduced to zero Wounds, immediately roll a D6 for every unit (friend or foe) within 12" of the model. On a roll of 4+, the unit suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal). Once these hits are resolved, the Casket of Souls is removed from play.
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Eternal Taskmaster
Necrotects were the taskmasters of ancient Nehekhara. Under their stern gaze, armies of workers laboured relentlessly in the service of mighty kings.
During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
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Éternel Contremaître
Les Nécrotectes étaient les contremaîtres de Nehekhara. Sous leur regard sévère, des armées d'ouvriers œuvraient sans relâche au service de leur monarque.
À la sous-phase de Commandement de son tour, ce personnage peut tenter de pousser une unité qu'il a rejointe à faire plus d'efforts en effectuant un test de Commandement (en utilisant son propre Commandement). En cas de réussite, jusqu'à votre prochaine sous-phase de Début de Tour, ce personnage et toute unité qu'il a rejointe gagnent les règles spéciales Attaques Supplémentaires (+1) et Haine (tous les ennemis).
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Eternal Taskmaster
Necrotects were the taskmasters of ancient Nehekhara. Under their stern gaze, armies of workers laboured relentlessly in the service of mighty kings.
During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
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Eternal Taskmaster
Necrotects were the taskmasters of ancient Nehekhara. Under their stern gaze, armies of workers laboured relentlessly in the service of mighty kings.
During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
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Eternal Taskmaster
Necrotects were the taskmasters of ancient Nehekhara. Under their stern gaze, armies of workers laboured relentlessly in the service of mighty kings.
During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
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Eternal Taskmaster
Necrotects were the taskmasters of ancient Nehekhara. Under their stern gaze, armies of workers laboured relentlessly in the service of mighty kings.
During the Command sub-phase of their turn, this character may attempt to drive a unit they have joined to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Extra Attacks (+1) and Hatred (all enemies) special rules.
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Swiftstride
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Rapide
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Schnelle Bewegung
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Swiftstride
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Zancada Veloz
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Falcata Rapida
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Soul Reaper
A Necrosphinx embodies the malevolence of the gods of the underworld. In battle it will mark the souls of worthy enemies, speeding their journey into the realm of its masters.
After deployment but before the first turn begins, nominate a single enemy character.
This is the soul marked by the Necrosphinx to journey into the underworld by the battle’s end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character.
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Faucheur d'Âmes
Le Nécrosphinx incarne la malevolence des dieux de l'au-delà. Au combat, il marque les âmes des ennemis de valeur, pour hâter leur passage vers le domaine de ses maîtres.
Après le déploiement mais avant le début du premier tour, désignez un seul personnage ennemi. C'est l'âme vouée à partir pour l'au-delà avant la fin de la bataille. Cette figurine peut relancer tout jet de Touche de 1 naturel effectué contre le personnage désigné.
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Soul Reaper
A Necrosphinx embodies the malevolence of the gods of the underworld. In battle it will mark the souls of worthy enemies, speeding their journey into the realm of its masters.
After deployment but before the first turn begins, nominate a single enemy character.
This is the soul marked by the Necrosphinx to journey into the underworld by the battle’s end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character.
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Soul Reaper
A Necrosphinx embodies the malevolence of the gods of the underworld. In battle it will mark the souls of worthy enemies, speeding their journey into the realm of its masters.
After deployment but before the first turn begins, nominate a single enemy character.
This is the soul marked by the Necrosphinx to journey into the underworld by the battle’s end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character.
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Soul Reaper
A Necrosphinx embodies the malevolence of the gods of the underworld. In battle it will mark the souls of worthy enemies, speeding their journey into the realm of its masters.
After deployment but before the first turn begins, nominate a single enemy character.
This is the soul marked by the Necrosphinx to journey into the underworld by the battle’s end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character.
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Soul Reaper
A Necrosphinx embodies the malevolence of the gods of the underworld. In battle it will mark the souls of worthy enemies, speeding their journey into the realm of its masters.
After deployment but before the first turn begins, nominate a single enemy character.
This is the soul marked by the Necrosphinx to journey into the underworld by the battle’s end. This model may re-roll any rolls To Hit of a natural 1 made against the nominated character.
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Fly
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Vol
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Fliegen
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Fly
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Volar
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Volo
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From Beneath The Sands
At the Liche Priest’s command, the sands begin to shift and churn, revealing their hidden treasures:
the dry bones of long dead warriors and the glistening wing cases of biting insects.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership):
• If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12" of this model, but not within 6" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal.
• If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player’s next turn at least.
Note that Ambushers arrive automatically at the start of round five as usual.
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Surgis de Sous les Sables
Par la volonté du Prêtre Liche, le sable du désert s'agite pour révéler les os desséchés de guerriers depuis longtemps défunts et les élytres luisants d'insectes voraces.
À la sous-phase de Commandement de son tour, s'il n'est pas engagé en combat, ce personnage peut choisir une seule unité amie qui a les règles spéciales Morts-vivants de Nehekhara et Embusqueurs, et qui est gardée en réserve, et tenter de l'invoquer en effectuant un test de Commandement (en utilisant son propre Commandement):
En cas de réussite, l'unité choisie est invoquée avec succès et peut être placée sur le champ de bataille, n'importe où à 12" de cette figurine, mais à plus de 6" de toute figurine ennemie. L'unité ne peut pas charger à ce tour et compte comme s'étant déplacée pour ce qui est des tirs, mais elle peut sinon agir normalement.
En cas d'échec, les Embusqueurs ne répondent pas à l'appel de cette figurine et sont retardés au moins jusqu'au prochain tour du joueur en contrôle.
Notez que les Embusqueurs arrivent comme d'habitude automatiquement au début du round 5.
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From Beneath The Sands
At the Liche Priest’s command, the sands begin to shift and churn, revealing their hidden treasures:
the dry bones of long dead warriors and the glistening wing cases of biting insects.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership):
• If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12" of this model, but not within 6" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal.
• If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player’s next turn at least.
Note that Ambushers arrive automatically at the start of round five as usual.
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From Beneath The Sands
At the Liche Priest’s command, the sands begin to shift and churn, revealing their hidden treasures:
the dry bones of long dead warriors and the glistening wing cases of biting insects.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership):
• If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12" of this model, but not within 6" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal.
• If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player’s next turn at least.
Note that Ambushers arrive automatically at the start of round five as usual.
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From Beneath The Sands
At the Liche Priest’s command, the sands begin to shift and churn, revealing their hidden treasures:
the dry bones of long dead warriors and the glistening wing cases of biting insects.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership):
• If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12" of this model, but not within 6" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal.
• If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player’s next turn at least.
Note that Ambushers arrive automatically at the start of round five as usual.
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From Beneath The Sands
At the Liche Priest’s command, the sands begin to shift and churn, revealing their hidden treasures:
the dry bones of long dead warriors and the glistening wing cases of biting insects.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may choose a single friendly unit that has both the Nehekharan Undead and the Ambushers special rules, and that is currently held in reserve, and attempt to summon it by making a Leadership test (using their own Leadership):
• If this test is passed, the chosen unit is successfully summoned and can be placed on the battlefield anywhere completely within 12" of this model, but not within 6" of any enemy models. The unit cannot charge during this turn and counts as having moved for the purposes of shooting, but can otherwise act as normal.
• If this test is failed, the Ambushers pay no heed to this model's summons and are delayed until their controlling player’s next turn at least.
Note that Ambushers arrive automatically at the start of round five as usual.
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Large Target
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Grande Cible
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Large Target
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Large Target
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Large Target
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Large Target
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Griffes mortelles
P F PA Règles Spéciales
Griffes mortelles Combat F -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks.
Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
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Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks.
Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
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Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks.
Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
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Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks.
Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
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Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks.
Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
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Herald Of Despair
The tidings of woe uttered by Nekaph before battle are enough to break the spirits of even the most stout hearted folks.
Any enemy unit that is in base contact with Nekaph or a unit he has joined must roll an extra D6 when making a Fear or Terror test, and discard the lowest result.
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Horde
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Horde
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Horde
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Horde
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Horde
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Horde
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Howdah
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Howdah
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Howdah
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Howdah
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Howdah
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Howdah
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Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts.
During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts.
During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts.
During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts.
During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts.
During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Immortal Overseer
Under the cruel gaze of an Arch Necrotect, even the emotionless skeletal servants and magical constructs of the Mortuary Cult are driven to ever greater efforts.
During the Command sub-phase of their turn, this character may attempt to drive a single friendly unit within their Command range to greater efforts by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase that unit gains a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Immovable Object
A Casket of Souls is not borne, but is summoned by an incantation. As its Keeper intones the proper chants, a fountain of skulls bursts from the ground below, revealing the Casket atop a dais of bone.
Once a Casket of Souls has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase.
Note that a Casket of Souls can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
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Objet Inébranlable
Une Arche des Âmes Damnées n'est pas portée, mais invoquée par une incantation. Quand son Gardien entonne la formule appropriée, une fontaine de crânes jaillit du sol, révélant l'Arche sur une estrade d'ossements.
Une fois que l'Arche des Âmes Damnées a été placée sur le champ de bataille au déploiement, elle ne peut pas être déplacée par ses serviteurs à la sous-phase des Mouvements Restants.
Notez qu'une Arche des Âmes Damnées peut pivoter librement à n'importe quel moment de son tour (pour faire face à l'ennemi) et peut effectuer normalement un mouvement de poursuite.
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Immovable Object
A Casket of Souls is not borne, but is summoned by an incantation. As its Keeper intones the proper chants, a fountain of skulls bursts from the ground below, revealing the Casket atop a dais of bone.
Once a Casket of Souls has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase.
Note that a Casket of Souls can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
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Immovable Object
A Casket of Souls is not borne, but is summoned by an incantation. As its Keeper intones the proper chants, a fountain of skulls bursts from the ground below, revealing the Casket atop a dais of bone.
Once a Casket of Souls has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase.
Note that a Casket of Souls can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
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Immovable Object
A Casket of Souls is not borne, but is summoned by an incantation. As its Keeper intones the proper chants, a fountain of skulls bursts from the ground below, revealing the Casket atop a dais of bone.
Once a Casket of Souls has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase.
Note that a Casket of Souls can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
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Immovable Object
A Casket of Souls is not borne, but is summoned by an incantation. As its Keeper intones the proper chants, a fountain of skulls bursts from the ground below, revealing the Casket atop a dais of bone.
Once a Casket of Souls has been placed on the battlefield during deployment it cannot be moved by its crew during the Remaining Moves sub-phase.
Note that a Casket of Souls can still pivot freely at any time during its turn (the better to face the enemy) and may make a follow up move as normal.
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Indomitable
Within the legions of the Tomb Kings march creatures with an indomitable will to hang on to the last vestiges of life no matter what.
A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
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Indomptable
Une unité ayant cette règle spéciale réduit du nombre indiqué entre parenthèses (ici, "X") le nombre de blessures subies à cause de la règle spéciale Instable. Notez que cette règle spéciale n'est pas cumulable. Si deux figurines ou plus d'une unité ont cette règle spéciale, utilisez la valeur la plus haute pour la totalité de l'unité. Par exemple, si un personnage ayant Indomptable (2) rejoint une unité ayant Indomptable (1), l'unité entière utilise la règle spéciale Indomptable (2) du personnage.
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Indomitable
Within the legions of the Tomb Kings march creatures with an indomitable will to hang on to the last vestiges of life no matter what.
A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
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Indomitable
Within the legions of the Tomb Kings march creatures with an indomitable will to hang on to the last vestiges of life no matter what.
A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
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Indomitable
Within the legions of the Tomb Kings march creatures with an indomitable will to hang on to the last vestiges of life no matter what.
A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
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Indomitable
Within the legions of the Tomb Kings march creatures with an indomitable will to hang on to the last vestiges of life no matter what.
A unit with this special rule reduces the number of wounds suffered due to the Unstable special rule by the number shown in brackets (shown here as ‘X’).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest value for the entire unit. For example, if a character with Indomitable (2) joins a unit with Indomitable (1), the whole unit uses the character’s Indomitable (2) special rule.
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Khopesh
A Khopesh is a heavy curved blade of bronze with a cutting edge hammered to a wicked sharpness. It is an excellent hacking weapon, able to cut easily through armour and shields to sever limbs and cleave skulls.
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, ordinary hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Khopesh
Une arme de base portée par une figurine avec cette règle spéciale a une caractéristique de PA de -1.
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Khopesh
A Khopesh is a heavy curved blade of bronze with a cutting edge hammered to a wicked sharpness. It is an excellent hacking weapon, able to cut easily through armour and shields to sever limbs and cleave skulls.
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, ordinary hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Khopesh
A Khopesh is a heavy curved blade of bronze with a cutting edge hammered to a wicked sharpness. It is an excellent hacking weapon, able to cut easily through armour and shields to sever limbs and cleave skulls.
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, ordinary hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Khopesh
A Khopesh is a heavy curved blade of bronze with a cutting edge hammered to a wicked sharpness. It is an excellent hacking weapon, able to cut easily through armour and shields to sever limbs and cleave skulls.
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, ordinary hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Khopesh
A Khopesh is a heavy curved blade of bronze with a cutting edge hammered to a wicked sharpness. It is an excellent hacking weapon, able to cut easily through armour and shields to sever limbs and cleave skulls.
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, ordinary hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.
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Ritual Blade
R S AP Special Rules
Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
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Lame rituelle
P F PA Règles Spéciales
Combat F+2 -3 Arme à Deux Mains, Frappe en Dernier
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Ritual Blade
R S AP Special Rules
Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
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Ritual Blade
R S AP Special Rules
Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
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Ritual Blade
R S AP Special Rules
Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
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Ritual Blade
R S AP Special Rules
Ritual blade Combat S+2 -3 Requires Two Hands, Strike Last
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Lashing tail
counts as hand weapons
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Queues fouettardes
compte comme des armes de base
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Lashing tail
counts as hand weapons
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Lashing tail
counts as hand weapons
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Lashing tail
counts as hand weapons
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Lashing tail
counts as hand weapons
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Loner
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Solitaire
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Loner
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Loner
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Loner
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Loner
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Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
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Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
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Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
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Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
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Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
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Lore Of Nehekhara
The magic of Nehekhara was perfected millennia ago and has remained unchanged in the long centuries since. The wording of every incantation used in the preservation and reanimating of the dead is recorded on dusty papyrus in the mysterious hieroglyphs of Nehekhara’s ancient language, to be uttered aloud in long, monotonous ritual.
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Magic Resistance
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Résistance à la Magie
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Magieresistenz
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Magic Resistance
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Resistencia a la Magia
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Resistenza alla Magia
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Venomous bites and stings
counts as hand weapons
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Morsures et dards venimeux
compte comme des armes de base
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Venomous bites and stings
counts as hand weapons
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Venomous bites and stings
counts as hand weapons
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Venomous bites and stings
counts as hand weapons
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Venomous bites and stings
counts as hand weapons
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Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies.
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
• Fear
• Immune to Psychology
• Unbreakable
• Unstable
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Morts-vivants De Nehekhara
Les figurines ayant cette règle spéciale sont des "morts-vivants". Elles ne peuvent pas faire de marche forcée (sauf si elles ont la règle spéciale Vol (X) et choisissent de se déplacer en volant). De plus, toutes les figurines morts-vivantes ont les règles spéciales universelles suivantes : Peur, Immunité à la Psychologie, Indémoralisable, Instable. Un personnage ayant cette règle spéciale ne peut pas rejoindre une unité qui n'a pas cette règle spéciale, et vice versa.
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Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies.
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
• Fear
• Immune to Psychology
• Unbreakable
• Unstable
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies.
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
• Fear
• Immune to Psychology
• Unbreakable
• Unstable
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies.
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
• Fear
• Immune to Psychology
• Unbreakable
• Unstable
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies.
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
• Fear
• Immune to Psychology
• Unbreakable
• Unstable
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies.
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
• Fear
• Immune to Psychology
• Unbreakable
• Unstable
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Morts-vivants De Nehekhara
Les figurines ayant cette règle spéciale sont des "morts-vivants". Elles ne peuvent pas faire de marche forcée (sauf si elles ont la règle spéciale Vol (X) et choisissent de se déplacer en volant). De plus, toutes les figurines morts-vivantes ont les règles spéciales universelles suivantes : Peur, Immunité à la Psychologie, Indémoralisable, Instable. Un personnage ayant cette règle spéciale ne peut pas rejoindre une unité qui n'a pas cette règle spéciale, et vice versa.
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Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies.
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
• Fear
• Immune to Psychology
• Unbreakable
• Unstable
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies.
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
• Fear
• Immune to Psychology
• Unbreakable
• Unstable
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies.
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
• Fear
• Immune to Psychology
• Unbreakable
• Unstable
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Nehekharan Undead
The legions of the Tomb Kings are no longer beings of flesh and blood, but sun-bleached bones animated by ritualistic magic that stride slowly but inexorably towards their enemies.
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
• Fear
• Immune to Psychology
• Unbreakable
• Unstable
A character with this special rule cannot join a unit without this special rule, and vice versa.
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Move Through Cover
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Mouvement à Couvert
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Move Through Cover
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Move Through Cover
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Move Through Cover
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Move Through Cover
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My Will Be Done
Although it is the magic of the Liche Priests that animates the armies of Khemri, it is the indomitable will of the Tomb King that instils long-dead warriors with unyielding vigour.
During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10):
• “Forward to Glory!”: +D3 Movement.
• “My Worthy Champions!”: +1 Weapon Skill.
• “Strike like the Cobra!”: +D3 Initiative.
Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.
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Que ma Volonté soit Faite
Bien que ce soit la magie des Prêtres Liches qui anime les années de Khemri, c'est la belle et implacable volonté du Roi des Tombes qui influe à ses guerriers une vigueur surnaturelle.
À la sous-phase de commandement de son tout; ce personnage peut tenter d'exercer sa volonté sur ceux qui l'entourent en effectuant un test de d (en utilisant son propre Cd). En cas de réussite, choisissez un des modificateurs suivants. Jusqu'à votre prochaine sous-phase de Début de Tout; le personnage, sa monture et toute unité qu'il a rejointe gagnent le modificateur choisi (jusqu'à un maximum de 10):
"En Avant vers la Gloire!": + D3 en Mouvement.
"Mes Valeureux Champions!": +1 en capacité de Combat.
"Frappez comme le Cobra!": + D3 en Initiative.
Notez que cette règle spéciale n'est pas cumulative. En d'autres termes, utiliser plus d'une fois sur une même unité pendant le même tour n'a pas d'effets supplémentaires. Rois des Tombes de Khemri
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My Will Be Done
Although it is the magic of the Liche Priests that animates the armies of Khemri, it is the indomitable will of the Tomb King that instils long-dead warriors with unyielding vigour.
During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10):
• “Forward to Glory!”: +D3 Movement.
• “My Worthy Champions!”: +1 Weapon Skill.
• “Strike like the Cobra!”: +D3 Initiative.
Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.
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My Will Be Done
Although it is the magic of the Liche Priests that animates the armies of Khemri, it is the indomitable will of the Tomb King that instils long-dead warriors with unyielding vigour.
During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10):
• “Forward to Glory!”: +D3 Movement.
• “My Worthy Champions!”: +1 Weapon Skill.
• “Strike like the Cobra!”: +D3 Initiative.
Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.
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My Will Be Done
Although it is the magic of the Liche Priests that animates the armies of Khemri, it is the indomitable will of the Tomb King that instils long-dead warriors with unyielding vigour.
During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10):
• “Forward to Glory!”: +D3 Movement.
• “My Worthy Champions!”: +1 Weapon Skill.
• “Strike like the Cobra!”: +D3 Initiative.
Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.
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My Will Be Done
Although it is the magic of the Liche Priests that animates the armies of Khemri, it is the indomitable will of the Tomb King that instils long-dead warriors with unyielding vigour.
During the Command sub-phase of their turn, this character may attempt to exert their will upon those around them by making a Leadership test (using their own Leadership). If this test is passed, choose one of the following modifiers. Until your next Start of Turn sub-phase this character, their mount and any unit they have joined gain that modifier (to a maximum of 10):
• “Forward to Glory!”: +D3 Movement.
• “My Worthy Champions!”: +1 Weapon Skill.
• “Strike like the Cobra!”: +D3 Initiative.
Note that this special rule is not cumulative. In other words, using it more than once on the same unit during the same turn has no further effect.
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Open Order
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Ordre Dispersé
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Open Order
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Open Order
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Open Order
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Open Order
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Paired Great Khopeshes
R S AP Special Rules
Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
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Paire de grands khopeshs
P F PA Règles Spéciales
Combat F -2 Coup Fatal, Arme à Deux Mains
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Paired Great Khopeshes
R S AP Special Rules
Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
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Paired Great Khopeshes
R S AP Special Rules
Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
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Paired Great Khopeshes
R S AP Special Rules
Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
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Paired Great Khopeshes
R S AP Special Rules
Paired great khopeshes Combat S -2 Killing Blow, Requires Two Hands
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Petrifying Gaze
R S AP Special Rules
Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3)
Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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Regard pétrificateur
P F PA Règles Spéciales
18" 2 N/A Attaques Magiques, Blessures Multiples (D3)
Notes : Pour effectuer un jet de Blessure pour une attaque de cette arme, on utilise l'Initiative de la cible au lieu de son Endurance. Aucune sauvegarde d'armure n'est autorisée contre les blessures causées par cette arme (les sauvegardes Invulnérables et de Régénération peuvent être tentées normalement).
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Petrifying Gaze
R S AP Special Rules
Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3)
Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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Petrifying Gaze
R S AP Special Rules
Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3)
Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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Petrifying Gaze
R S AP Special Rules
Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3)
Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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Petrifying Gaze
R S AP Special Rules
Petrifying gaze 18" 2 N/A Magical Attacks, Multiple Wounds (D3)
Notes: When making a roll To Wound for an attack made with this weapon, substitute the target’s Toughness with its Initiative. No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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Sworn Protector
Anyone wishing to harm a Monarch of Nehekhara must first get past their Heralds, sworn bodyguards who move to intercept any mortal blow, heedless of the danger to themselves.
Should a Monarch of Nehekhara model suffer a hit whilst within 3" of this model, you may choose to transfer that hit and all of its effects onto this model.
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Protecteur Assermenté
Quiconque désirant s'en prendre à un Monarque de Nehekhara doit d'abord vaincre ses Hérauts, des fidèles gardes du corps qui interceptent chaque coup fatal au mépris du danger.
Si une figurine de Monarque de Nehekhara subit une touche alors qu'elle est à 3" de cette figurine, vous pouvez choisir de transférer la touche concernée ainsi que tous ses effets à cette figurine.
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Sworn Protector
Anyone wishing to harm a Monarch of Nehekhara must first get past their Heralds, sworn bodyguards who move to intercept any mortal blow, heedless of the danger to themselves.
Should a Monarch of Nehekhara model suffer a hit whilst within 3" of this model, you may choose to transfer that hit and all of its effects onto this model.
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Sworn Protector
Anyone wishing to harm a Monarch of Nehekhara must first get past their Heralds, sworn bodyguards who move to intercept any mortal blow, heedless of the danger to themselves.
Should a Monarch of Nehekhara model suffer a hit whilst within 3" of this model, you may choose to transfer that hit and all of its effects onto this model.
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Sworn Protector
Anyone wishing to harm a Monarch of Nehekhara must first get past their Heralds, sworn bodyguards who move to intercept any mortal blow, heedless of the danger to themselves.
Should a Monarch of Nehekhara model suffer a hit whilst within 3" of this model, you may choose to transfer that hit and all of its effects onto this model.
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Sworn Protector
Anyone wishing to harm a Monarch of Nehekhara must first get past their Heralds, sworn bodyguards who move to intercept any mortal blow, heedless of the danger to themselves.
Should a Monarch of Nehekhara model suffer a hit whilst within 3" of this model, you may choose to transfer that hit and all of its effects onto this model.
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Writhing Tail
R S AP Special Rules
Writhing tail Combat S -1 Extra Attacks (D3)
Notes: In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit).
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Queue sinueuse
P F PA Règles Spéciales
Combat F -1 Attaques Supplémentaires (D3)
Notes : En combat, un Rôdeur Sépulcral peut effectuer D3 attaques supplémentaires à chaque tour, chacune devant être effectuée avec cette arme (faites des jets séparés pour chaque figurine de l'unité).
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Writhing Tail
R S AP Special Rules
Writhing tail Combat S -1 Extra Attacks (D3)
Notes: In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit).
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Writhing Tail
R S AP Special Rules
Writhing tail Combat S -1 Extra Attacks (D3)
Notes: In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit).
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Writhing Tail
R S AP Special Rules
Writhing tail Combat S -1 Extra Attacks (D3)
Notes: In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit).
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Writhing Tail
R S AP Special Rules
Writhing tail Combat S -1 Extra Attacks (D3)
Notes: In combat, a Sepulchral Stalker may make an additional D3 attacks each turn, each of which must be made with this weapon (roll separately for each model in the unit).
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Regeneration
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Régénération
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Regeneration
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Regeneration
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Regeneration
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Regeneration
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Regimental Unit
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Unité Régimentaire
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Regimental Unit
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Regimental Unit
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Regimental Unit
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Regimental Unit
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Reserve Move
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Reserve Move
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Reserve Move
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Reserve Move
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Reserve Move
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Reserve Move
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Skeletal Hoove
counts as hand weapons
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Sabots squelettiques
compte comme des armes de base
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Skeletal Hoove
counts as hand weapons
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Skeletal Hoove
counts as hand weapons
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Skeletal Hoove
counts as hand weapons
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Skeletal Hoove
counts as hand weapons
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Skeletal Hoove
counts as hand weapons
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Sabots squelettiques
compte comme des armes de base
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Skeletal Hoove
counts as hand weapons
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Skeletal Hoove
counts as hand weapons
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Skeletal Hoove
counts as hand weapons
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Skeletal Hoove
counts as hand weapons
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Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end.
Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
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Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end.
Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
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Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end.
Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
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Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end.
Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
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Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end.
Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
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Scarab Prince
Apophas’ spirit resides in a swarm of scarabs which, should his spirit ever be banished back to the Underworld, will drown those who brought about the prince’s end.
Should Prince Apophas lose his last Wound, before his model is removed from play, all enemy units within 2D6" of him suffer 2D6 Strength 2 hits with an AP of -1.
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Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished.
Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
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Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished.
Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
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Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished.
Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
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Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished.
Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
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Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished.
Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
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Settra Does Not Kneel!
Settra views all people as his subjects and all lands as his to conquer; anyone that would challenge his rule is swiftly and brutally punished.
Settra must always accept a challenge unless Nekaph, Emissary of Settra is engaged in the same combat. In which case, Nekaph must accept the challenge on Settra’s behalf.
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Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled.
If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
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Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled.
If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
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Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled.
If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
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Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled.
If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
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Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled.
If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
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Settra The Great
Settra is the most powerful and respected leader in Nehekhara’s long history and his command over its mighty legions is unequalled.
If your army includes Settra, he must be the army’s General and must be chosen to be the army’s Hierophant, even if he does not have the highest Level of Wizardry in your army. In addition, Settra has a Command Range of 18".
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Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question.
Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
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Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question.
Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
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Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question.
Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
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Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question.
Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
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Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question.
Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
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Settra’s Champion
In ancient Nehekhara, Nekaph would stand in Settra’s place should anyone be foolish enough to challenge the king to single combat or call his honour into question.
Nekaph must always issue and accept challenges (if possible). However, challenges issued by Nekaph cannot be refused. In addition, whilst engaged in a challenge, Nekaph strikes a Killing Blow if he rolls a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
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Skirmishers
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Tirailleurs
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Skirmishers
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Skirmishers
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Skirmishers
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Skirmishers
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Wizard
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Sorcier
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Wizard
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Wizard
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Wizard
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Wizard
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Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
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Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
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Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
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Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
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Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
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Stone Shaper
Schooled by the priests of the Mortuary Cult in crafting the potent symbols of animation, it is the duty of an Arch Necrotect to maintain the animus of Nehekhara’s legions of undead constructs.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single friendly Necrolith Colossus, Necrosphinx, unit of Ushabti or unit of Venerable Ushabti that is within their Command range. Until the end of this turn, the nominated unit improves the armour value of its Regeneration save by 1.
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Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies.
R S AP Special Rules
N/A 2 - Breath Weapon
Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
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Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies.
R S AP Special Rules
N/A 2 - Breath Weapon
Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
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Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies.
R S AP Special Rules
N/A 2 - Breath Weapon
Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
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Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies.
R S AP Special Rules
N/A 2 - Breath Weapon
Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
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Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies.
R S AP Special Rules
N/A 2 - Breath Weapon
Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
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Swarming Mass
As the swarm of scarabs in which Apophas’ accursed soul resides rises up from the dust of the desert, his gleaming skull opens its fleshless jaw wide, unleashing an all consuming cloud of flesh eating beetles upon his enemies.
R S AP Special Rules
N/A 2 - Breath Weapon
Notes: When making a roll To Wound with this weapon, a roll of 4+ is always a success, regardless of the target’s Toughness.
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The Blessed Blade of Ptra
R S AP Special Rules
Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands
Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
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The Blessed Blade of Ptra
R S AP Special Rules
Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands
Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
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The Blessed Blade of Ptra
R S AP Special Rules
Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands
Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
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The Blessed Blade of Ptra
R S AP Special Rules
Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands
Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
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The Blessed Blade of Ptra
R S AP Special Rules
Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands
Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
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The Blessed Blade of Ptra
R S AP Special Rules
Combat S -3 Flaming Attacks, Magical Attacks, Requires Two Hands
Notes: Any enemy model that suffers one or more unsaved wounds from the Blessed Blade of Ptra suffers a -1 modifier to its rolls To Hit, both when shooting and in combat, for the remainder of the game.
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The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame.
Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
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The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame.
Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
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The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame.
Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
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The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame.
Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
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The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame.
Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
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The Chariot Of The Gods
This mighty chariot is blessed by all of the gods and goddesses of Nehekhara, causing its wheels to blaze with divine flame.
Impact hits caused by the Chariot of the Gods have the Flaming Attacks and Magical Attacks special rules. In addition, when fielded within a Nehekharan Royal Host army, this model may join a unit of Tomb Guard Chariots as if its troop type were ‘light chariot’.
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The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby.
Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
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The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby.
Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
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The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby.
Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
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The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby.
Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
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The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby.
Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
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The Crown Of Nehekhara
Having incorporated the crowns of conquered rivals into his own, Settra’s regal headdress allows him to instil his undying will into all those nearby.
Settra’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of him, not just a unit he has joined.
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The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty.
R S AP Special Rules
S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
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The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty.
R S AP Special Rules
S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
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The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty.
R S AP Special Rules
S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
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The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty.
R S AP Special Rules
S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
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The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty.
R S AP Special Rules
S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
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The Flail Of Conquered Kings
The skulls of many conquered monarchs have been collected and cast in gold to create this macabre weapon. In Nekaph’s skeletal hands, it continues to aid the Emissary in his grim duty.
R S AP Special Rules
S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands
Notes: The Flail of Conquered Kings’ Strength modifier applies only during the first round of combat.
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The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld.
The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
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The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld.
The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
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The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld.
The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
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The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld.
The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
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The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld.
The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
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The Scarab Brooch Of Usirian
Made in the likeness of a skull-carapaced Khepra beetle, this talisman cloaks the wearer in protective energies and the blessing of Usirian, god of the Underworld.
The Scarab Brooch of Usirian grants Settra a 5+ Ward save against any wounds suffered.
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Timmm-berrr!
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Timmm-berrr!
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Timmm-berrr!
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Timmm-berrr!
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Timmm-berrr!
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Timmm-berrr!
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Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian.
After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
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Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian.
After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
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Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian.
After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
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Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian.
After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
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Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian.
After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
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Usirian’s Reaper
In a desperate bid to escape his pact with the god of the Underworld, Apophas seeks out those whose souls he believes to be equal to his own, hunting them until their soul has been delivered to Usirian.
After deployment, nominate a single character in your opponent’s Muster List. Apophas may re-roll any failed rolls To Hit or To Wound made against that character. In addition, any hits inflicted by Apophas against the nominated character gain the Magical Attacks special rule.
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Vortex Of Souls
When a Casket of Souls is opened, blinding light is unleashed upon the battlefield as the countless bound souls entombed within it scream into the air seeking freedom from their suffering and confinement. These spirits soar forth, bound by the incantations of the Keeper to do their will.
A Casket of Souls can cast the following Bound spells, with a Power Level of 3:
Light Of Death
The unleashed spirits plunge through the bodies of the Tomb Kings’ enemies, their hapless victims suffering unbearable agony as their life essence is utterly drained.
Type: Magic Missile
Casting Value: 7+
Range: 36"
Effect: The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Light Of Protection
The freed souls cluster about the skeletal legions of the Tomb Kings, blinding their enemies and turning aside their hostile blows.
Type: Enchantment
Casting Value: 8+
Range: Self
Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18" of this model.
However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire.
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Vortex des Âmes
Quand une Arche des Âmes Damnées s'ouvre, une lumière aveuglante se diffuse sur tout le champ de bataille tandis que les âmes qui y sont asservies s'envolent dans le vain espoir d'échapper à leurs tourments, mais elles sont liées par les incantations du Gardien qui les plie à sa volonté.
Une Arche des Âmes Damnées peut lancer les sorts Liés suivants, avec un Niveau de Puissance de 3 :
Lumière Morte
Les esprits déchaînés plongent dans les corps des ennemis des Rois des Tombes, leur infligeant de terribles souffrances comme ils les drainent de leur essence vitale.
Type: Projectile Magique
Valeur de Lancement: 7+
Portée: 36"
Effet: L'unité ennemie visée doit immédiatement effectuer un test de Commandement. En cas de réussite, elle subit D3 touches de Force 3, chacune avec une PA de -1. En cas d'échec, elle subit DG+3 touches de Force 6, chacune ayant la règle spéciale Blessures Multiples (2) et sans aucune sauvegarde d'armure ni de régénération autorisée (les sauvegardes Invulnérables peuvent être tentées normalement).
Lumière Protectrice
Les âmes libérées se pressent autour des légions macabres des Rois des Tombes, aveuglant les guerriers ennemis et détournant leurs coups.
Type: Enchantement
Valeur de Lancement: 8+
Portée: Lanceur
Effet: Reste en jeu. Tant que ce sort Lié est en jeu, cette figurine et toute unité amie à 18" de cette figurine gagne une sauvegarde Invulnérable de 6+ contre toute blessure subie. De plus, tant que ce sort Lié est en jeu, les unités ennemies subissent un modificateur de -1 à tout jet de Touche effectué contre cette figurine et contre toute unité amie à 18" de cette figurine. Toutefois, si cette figurine lance le sort Lié Lumière Morte, ce sort Lié expire immédiatement.
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Vortex Of Souls
When a Casket of Souls is opened, blinding light is unleashed upon the battlefield as the countless bound souls entombed within it scream into the air seeking freedom from their suffering and confinement. These spirits soar forth, bound by the incantations of the Keeper to do their will.
A Casket of Souls can cast the following Bound spells, with a Power Level of 3:
Light Of Death
The unleashed spirits plunge through the bodies of the Tomb Kings’ enemies, their hapless victims suffering unbearable agony as their life essence is utterly drained.
Type: Magic Missile
Casting Value: 7+
Range: 36"
Effect: The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Light Of Protection
The freed souls cluster about the skeletal legions of the Tomb Kings, blinding their enemies and turning aside their hostile blows.
Type: Enchantment
Casting Value: 8+
Range: Self
Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18" of this model.
However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire.
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Vortex Of Souls
When a Casket of Souls is opened, blinding light is unleashed upon the battlefield as the countless bound souls entombed within it scream into the air seeking freedom from their suffering and confinement. These spirits soar forth, bound by the incantations of the Keeper to do their will.
A Casket of Souls can cast the following Bound spells, with a Power Level of 3:
Light Of Death
The unleashed spirits plunge through the bodies of the Tomb Kings’ enemies, their hapless victims suffering unbearable agony as their life essence is utterly drained.
Type: Magic Missile
Casting Value: 7+
Range: 36"
Effect: The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Light Of Protection
The freed souls cluster about the skeletal legions of the Tomb Kings, blinding their enemies and turning aside their hostile blows.
Type: Enchantment
Casting Value: 8+
Range: Self
Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18" of this model.
However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire.
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Vortex Of Souls
When a Casket of Souls is opened, blinding light is unleashed upon the battlefield as the countless bound souls entombed within it scream into the air seeking freedom from their suffering and confinement. These spirits soar forth, bound by the incantations of the Keeper to do their will.
A Casket of Souls can cast the following Bound spells, with a Power Level of 3:
Light Of Death
The unleashed spirits plunge through the bodies of the Tomb Kings’ enemies, their hapless victims suffering unbearable agony as their life essence is utterly drained.
Type: Magic Missile
Casting Value: 7+
Range: 36"
Effect: The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Light Of Protection
The freed souls cluster about the skeletal legions of the Tomb Kings, blinding their enemies and turning aside their hostile blows.
Type: Enchantment
Casting Value: 8+
Range: Self
Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18" of this model.
However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire.
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Vortex Of Souls
When a Casket of Souls is opened, blinding light is unleashed upon the battlefield as the countless bound souls entombed within it scream into the air seeking freedom from their suffering and confinement. These spirits soar forth, bound by the incantations of the Keeper to do their will.
A Casket of Souls can cast the following Bound spells, with a Power Level of 3:
Light Of Death
The unleashed spirits plunge through the bodies of the Tomb Kings’ enemies, their hapless victims suffering unbearable agony as their life essence is utterly drained.
Type: Magic Missile
Casting Value: 7+
Range: 36"
Effect: The target enemy unit must immediately make a Leadership test. If this test is passed, it suffers D3 Strength 3 hits, each with an AP of -1. If, however, this test is failed, it suffers D6+3 Strength 6 hits, each with the Multiple Wounds (2) special rule and with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Light Of Protection
The freed souls cluster about the skeletal legions of the Tomb Kings, blinding their enemies and turning aside their hostile blows.
Type: Enchantment
Casting Value: 8+
Range: Self
Effect: Remains in Play. Whilst this Bound spell is in play, this model and any friendly unit within 18" of this model gains a 6+ Ward save against any wounds suffered. In addition, whilst this Bound spell is in play, enemy units suffer a -1 modifier to any rolls To Hit made against this model and any friendly unit within 18" of this model.
However, if this model casts the Light of Death Bound spell, this Bound spell will immediately expire.
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Whip
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Whip
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Whip
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Whip
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Whip
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Whip
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Amulet Of The Serpent
Cast in antique gold with glittering emeralds for eyes, this magical snake amulet laces the weapons of nearby Nehekharan warriors with a fast-acting and deadly venom.
The bearer of the Amulet of the Serpent and any unit they have joined gains the Poisoned Attacks special rule.
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Amulet Of The Serpent
Cast in antique gold with glittering emeralds for eyes, this magical snake amulet laces the weapons of nearby Nehekharan warriors with a fast-acting and deadly venom.
The bearer of the Amulet of the Serpent and any unit they have joined gains the Poisoned Attacks special rule.
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Amulet Of The Serpent
Cast in antique gold with glittering emeralds for eyes, this magical snake amulet laces the weapons of nearby Nehekharan warriors with a fast-acting and deadly venom.
The bearer of the Amulet of the Serpent and any unit they have joined gains the Poisoned Attacks special rule.
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Amulet Of The Serpent
Cast in antique gold with glittering emeralds for eyes, this magical snake amulet laces the weapons of nearby Nehekharan warriors with a fast-acting and deadly venom.
The bearer of the Amulet of the Serpent and any unit they have joined gains the Poisoned Attacks special rule.
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Amulet Of The Serpent
Cast in antique gold with glittering emeralds for eyes, this magical snake amulet laces the weapons of nearby Nehekharan warriors with a fast-acting and deadly venom.
The bearer of the Amulet of the Serpent and any unit they have joined gains the Poisoned Attacks special rule.
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Amulet Of The Serpent
Cast in antique gold with glittering emeralds for eyes, this magical snake amulet laces the weapons of nearby Nehekharan warriors with a fast-acting and deadly venom.
The bearer of the Amulet of the Serpent and any unit they have joined gains the Poisoned Attacks special rule.
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Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
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Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
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Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
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Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
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Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
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Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
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Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
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Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
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Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
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Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
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Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
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Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
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Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens.
The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
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Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens.
The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
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Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens.
The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
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Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens.
The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
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Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens.
The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
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Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens.
The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
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Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
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Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
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Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
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Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
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Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
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Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
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Armour of the Ages
Forged from bronze, cooled in blood and plated with gold, this ancient armour can turn aside even the strongest blow.
The Armour of the Ages is a suit of light armour. In addition, enemy models must re-roll successful rolls To Wound made against the wearer.
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Armure Des âges
Les figurines ennemies doivent relancer les jets de Blessure réussis effectués contre le porteur.
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Armour of the Ages
Forged from bronze, cooled in blood and plated with gold, this ancient armour can turn aside even the strongest blow.
The Armour of the Ages is a suit of light armour. In addition, enemy models must re-roll successful rolls To Wound made against the wearer.
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Armour of the Ages
Forged from bronze, cooled in blood and plated with gold, this ancient armour can turn aside even the strongest blow.
The Armour of the Ages is a suit of light armour. In addition, enemy models must re-roll successful rolls To Wound made against the wearer.
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Armour of the Ages
Forged from bronze, cooled in blood and plated with gold, this ancient armour can turn aside even the strongest blow.
The Armour of the Ages is a suit of light armour. In addition, enemy models must re-roll successful rolls To Wound made against the wearer.
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Armour of the Ages
Forged from bronze, cooled in blood and plated with gold, this ancient armour can turn aside even the strongest blow.
The Armour of the Ages is a suit of light armour. In addition, enemy models must re-roll successful rolls To Wound made against the wearer.
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Serpent Staff
Crafted in the likeness of a rearing cobra, this tall, heavy-headed staff writhes with an unnatural life, striking at the enemies of its bearer with venomous fangs.
R S AP Special Rules Serpent Staff Combat S+2 -2 Magical Attacks, Poisoned Attacks, Requires Two Hands.
Notes: Liche Priests only.
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Bâton Serpent
P: Combat
F: F+2
PA : -2
Règles Spéciales : Attaques Magiques, Attaques Empoisonnées, Arme à Deux Mains
Notes : Uniquement pour les Prêtres Liches.
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Serpent Staff
Crafted in the likeness of a rearing cobra, this tall, heavy-headed staff writhes with an unnatural life, striking at the enemies of its bearer with venomous fangs.
R S AP Special Rules Serpent Staff Combat S+2 -2 Magical Attacks, Poisoned Attacks, Requires Two Hands.
Notes: Liche Priests only.
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Serpent Staff
Crafted in the likeness of a rearing cobra, this tall, heavy-headed staff writhes with an unnatural life, striking at the enemies of its bearer with venomous fangs.
R S AP Special Rules Serpent Staff Combat S+2 -2 Magical Attacks, Poisoned Attacks, Requires Two Hands.
Notes: Liche Priests only.
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Serpent Staff
Crafted in the likeness of a rearing cobra, this tall, heavy-headed staff writhes with an unnatural life, striking at the enemies of its bearer with venomous fangs.
R S AP Special Rules Serpent Staff Combat S+2 -2 Magical Attacks, Poisoned Attacks, Requires Two Hands.
Notes: Liche Priests only.
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Serpent Staff
Crafted in the likeness of a rearing cobra, this tall, heavy-headed staff writhes with an unnatural life, striking at the enemies of its bearer with venomous fangs.
R S AP Special Rules Serpent Staff Combat S+2 -2 Magical Attacks, Poisoned Attacks, Requires Two Hands.
Notes: Liche Priests only.
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Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
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Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
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Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
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Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
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Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
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Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
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Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
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Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
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Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
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Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
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Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
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Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
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Blade Of Antarhak
Those cut by the Blade of Antarhak age by decades in the blink of an eye, their vitality stolen and bestowed upon the wielder of this fell blade.
R S AP Special Rules
Blade of Antarhak Combat S+1 -1 Magical Attacks
Notes: The Blade of Antarhak may only be taken by models in a Nehekharan Royal Host Army of Infamy. For each Wound an enemy unit loses as a result of an attack made with the Blade of Antarhak, its wielder immediately recovers a single lost Wound.
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Blade Of Antarhak
Those cut by the Blade of Antarhak age by decades in the blink of an eye, their vitality stolen and bestowed upon the wielder of this fell blade.
R S AP Special Rules
Blade of Antarhak Combat S+1 -1 Magical Attacks
Notes: The Blade of Antarhak may only be taken by models in a Nehekharan Royal Host Army of Infamy. For each Wound an enemy unit loses as a result of an attack made with the Blade of Antarhak, its wielder immediately recovers a single lost Wound.
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Blade Of Antarhak
Those cut by the Blade of Antarhak age by decades in the blink of an eye, their vitality stolen and bestowed upon the wielder of this fell blade.
R S AP Special Rules
Blade of Antarhak Combat S+1 -1 Magical Attacks
Notes: The Blade of Antarhak may only be taken by models in a Nehekharan Royal Host Army of Infamy. For each Wound an enemy unit loses as a result of an attack made with the Blade of Antarhak, its wielder immediately recovers a single lost Wound.
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Blade Of Antarhak
Those cut by the Blade of Antarhak age by decades in the blink of an eye, their vitality stolen and bestowed upon the wielder of this fell blade.
R S AP Special Rules
Blade of Antarhak Combat S+1 -1 Magical Attacks
Notes: The Blade of Antarhak may only be taken by models in a Nehekharan Royal Host Army of Infamy. For each Wound an enemy unit loses as a result of an attack made with the Blade of Antarhak, its wielder immediately recovers a single lost Wound.
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Blade Of Antarhak
Those cut by the Blade of Antarhak age by decades in the blink of an eye, their vitality stolen and bestowed upon the wielder of this fell blade.
R S AP Special Rules
Blade of Antarhak Combat S+1 -1 Magical Attacks
Notes: The Blade of Antarhak may only be taken by models in a Nehekharan Royal Host Army of Infamy. For each Wound an enemy unit loses as a result of an attack made with the Blade of Antarhak, its wielder immediately recovers a single lost Wound.
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Blade Of Antarhak
Those cut by the Blade of Antarhak age by decades in the blink of an eye, their vitality stolen and bestowed upon the wielder of this fell blade.
R S AP Special Rules
Blade of Antarhak Combat S+1 -1 Magical Attacks
Notes: The Blade of Antarhak may only be taken by models in a Nehekharan Royal Host Army of Infamy. For each Wound an enemy unit loses as a result of an attack made with the Blade of Antarhak, its wielder immediately recovers a single lost Wound.
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Shield of Ptra
Bursting from the face of this ornate shield, the radiance of the Sun God Ptra blinds the enemy.
The Shield of Ptra is a shield. In addition, any enemy model that directs their attacks against the bearer during the Combat phase suffers a -1 modifier to their Weapon Skill characteristic.
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Bouclier de Ptra
Toute figurine ennemie qui dirige ses attaques contre le porteur à la phase de Combat subit un modificateur de -1 à sa caractéristique de Capacité de Combat.
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Shield of Ptra
Bursting from the face of this ornate shield, the radiance of the Sun God Ptra blinds the enemy.
The Shield of Ptra is a shield. In addition, any enemy model that directs their attacks against the bearer during the Combat phase suffers a -1 modifier to their Weapon Skill characteristic.
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Shield of Ptra
Bursting from the face of this ornate shield, the radiance of the Sun God Ptra blinds the enemy.
The Shield of Ptra is a shield. In addition, any enemy model that directs their attacks against the bearer during the Combat phase suffers a -1 modifier to their Weapon Skill characteristic.
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Shield of Ptra
Bursting from the face of this ornate shield, the radiance of the Sun God Ptra blinds the enemy.
The Shield of Ptra is a shield. In addition, any enemy model that directs their attacks against the bearer during the Combat phase suffers a -1 modifier to their Weapon Skill characteristic.
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Shield of Ptra
Bursting from the face of this ornate shield, the radiance of the Sun God Ptra blinds the enemy.
The Shield of Ptra is a shield. In addition, any enemy model that directs their attacks against the bearer during the Combat phase suffers a -1 modifier to their Weapon Skill characteristic.
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Scarab Brooch
From far beneath the desert sands, scuttling dead things are drawn towards this blackened brooch.
When using the From Beneath the Sands special rule, a summoned unit can be placed on the battlefield anywhere completely within 18" of a Liche Priest wearing the Scarab Brooch, rather than the usual 12".
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Broche Du Scarabée
Lorsqu'elle utilise la règle spéciale "Surgis de Sous les Sables", une unité invoquée peut être placée sur le champ de bataille n'importe où entièrement à 18" d'un Prêtre Liche portant la Broche du Scarabée, au lieu des 12" habituels.
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Scarab Brooch
From far beneath the desert sands, scuttling dead things are drawn towards this blackened brooch.
When using the From Beneath the Sands special rule, a summoned unit can be placed on the battlefield anywhere completely within 18" of a Liche Priest wearing the Scarab Brooch, rather than the usual 12".
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Scarab Brooch
From far beneath the desert sands, scuttling dead things are drawn towards this blackened brooch.
When using the From Beneath the Sands special rule, a summoned unit can be placed on the battlefield anywhere completely within 18" of a Liche Priest wearing the Scarab Brooch, rather than the usual 12".
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Scarab Brooch
From far beneath the desert sands, scuttling dead things are drawn towards this blackened brooch.
When using the From Beneath the Sands special rule, a summoned unit can be placed on the battlefield anywhere completely within 18" of a Liche Priest wearing the Scarab Brooch, rather than the usual 12".
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Scarab Brooch
From far beneath the desert sands, scuttling dead things are drawn towards this blackened brooch.
When using the From Beneath the Sands special rule, a summoned unit can be placed on the battlefield anywhere completely within 18" of a Liche Priest wearing the Scarab Brooch, rather than the usual 12".
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Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
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Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
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Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
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Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
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Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
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Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
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Enkhil’s Kanopi
Within this dusty clay vessel resides the wicked heart of the Liche Priest Enkhil. Should it ever be opened, the spirit of the jealous priest consumes the magic of his rivals.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Enkhil’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, all ‘Remains in Play’ spells currently in play are dispelled, including spells cast by friendly Wizards.
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Canope d'Enkhil
Usage unique.
À la sous-phase de Commandement de son tour, si le porteur n'est pas engagé en combat, il peut tenter de libérer le contenu en effectuant un test de Commandement (en utilisant son propre Commandement non modifié). En cas de réussite, tous les sorts "Restant en Jeu" qui sont en jeu à ce moment-là sont dissipés, y compris les sorts lancés par les Sorciers amis.
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Enkhil’s Kanopi
Within this dusty clay vessel resides the wicked heart of the Liche Priest Enkhil. Should it ever be opened, the spirit of the jealous priest consumes the magic of his rivals.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Enkhil’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, all ‘Remains in Play’ spells currently in play are dispelled, including spells cast by friendly Wizards.
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Enkhil’s Kanopi
Within this dusty clay vessel resides the wicked heart of the Liche Priest Enkhil. Should it ever be opened, the spirit of the jealous priest consumes the magic of his rivals.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Enkhil’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, all ‘Remains in Play’ spells currently in play are dispelled, including spells cast by friendly Wizards.
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Enkhil’s Kanopi
Within this dusty clay vessel resides the wicked heart of the Liche Priest Enkhil. Should it ever be opened, the spirit of the jealous priest consumes the magic of his rivals.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Enkhil’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, all ‘Remains in Play’ spells currently in play are dispelled, including spells cast by friendly Wizards.
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Enkhil’s Kanopi
Within this dusty clay vessel resides the wicked heart of the Liche Priest Enkhil. Should it ever be opened, the spirit of the jealous priest consumes the magic of his rivals.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Enkhil’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, all ‘Remains in Play’ spells currently in play are dispelled, including spells cast by friendly Wizards.
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Cloak of the Dunes
This tattered cloak is infused with the magic of the deserts, enabling its wearer to transform into an abrasive storm of sand that cuts through the foe.
Models whose troop type is ‘infantry’ only. The wearer of the Cloak of the Dunes gains the Fly (9) special rule. In addition, any enemy unit the wearer moves over during the Remaining Moves sub-phase suffers D6 Strength 2 hits, each with an AP of -1.
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Cape des Dunes
Le porteur de la Cape des Dunes gagne la règle spéciale Vol (9). De plus, toute unité ennemie au-dessus de laquelle le porteur passe à la sous-phase de Mouvements Restants subit DG touches de F2, chacune avec une PA de -1.
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Cloak of the Dunes
This tattered cloak is infused with the magic of the deserts, enabling its wearer to transform into an abrasive storm of sand that cuts through the foe.
Models whose troop type is ‘infantry’ only. The wearer of the Cloak of the Dunes gains the Fly (9) special rule. In addition, any enemy unit the wearer moves over during the Remaining Moves sub-phase suffers D6 Strength 2 hits, each with an AP of -1.
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Cloak of the Dunes
This tattered cloak is infused with the magic of the deserts, enabling its wearer to transform into an abrasive storm of sand that cuts through the foe.
Models whose troop type is ‘infantry’ only. The wearer of the Cloak of the Dunes gains the Fly (9) special rule. In addition, any enemy unit the wearer moves over during the Remaining Moves sub-phase suffers D6 Strength 2 hits, each with an AP of -1.
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Cloak of the Dunes
This tattered cloak is infused with the magic of the deserts, enabling its wearer to transform into an abrasive storm of sand that cuts through the foe.
Models whose troop type is ‘infantry’ only. The wearer of the Cloak of the Dunes gains the Fly (9) special rule. In addition, any enemy unit the wearer moves over during the Remaining Moves sub-phase suffers D6 Strength 2 hits, each with an AP of -1.
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Cloak of the Dunes
This tattered cloak is infused with the magic of the deserts, enabling its wearer to transform into an abrasive storm of sand that cuts through the foe.
Models whose troop type is ‘infantry’ only. The wearer of the Cloak of the Dunes gains the Fly (9) special rule. In addition, any enemy unit the wearer moves over during the Remaining Moves sub-phase suffers D6 Strength 2 hits, each with an AP of -1.
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Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
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Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
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Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
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Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
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Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
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Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
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Collar of Shapesh
This ornate collar is a powerful charm that trades the life of one for that of another.
Single use. When the wearer of the Collar of Shapesh loses their last Wound, roll a D6. On a roll of 4+, the Wound is not lost. Instead, a single friendly model within the wearer’s Command range is removed from play as a casualty.
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Collier de Shapesh
Usage unique.
Quand le porteur du Collier de Shapesh perd son dernier PV, jetez un dé. Sur un résultat de 4 ou plus, le PV n'est pas perdu. À la place, une seule figurine amie à portée de Commandement du porteur est retirée du jeu comme perte.
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Collar of Shapesh
This ornate collar is a powerful charm that trades the life of one for that of another.
Single use. When the wearer of the Collar of Shapesh loses their last Wound, roll a D6. On a roll of 4+, the Wound is not lost. Instead, a single friendly model within the wearer’s Command range is removed from play as a casualty.
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Collar of Shapesh
This ornate collar is a powerful charm that trades the life of one for that of another.
Single use. When the wearer of the Collar of Shapesh loses their last Wound, roll a D6. On a roll of 4+, the Wound is not lost. Instead, a single friendly model within the wearer’s Command range is removed from play as a casualty.
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Collar of Shapesh
This ornate collar is a powerful charm that trades the life of one for that of another.
Single use. When the wearer of the Collar of Shapesh loses their last Wound, roll a D6. On a roll of 4+, the Wound is not lost. Instead, a single friendly model within the wearer’s Command range is removed from play as a casualty.
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Collar of Shapesh
This ornate collar is a powerful charm that trades the life of one for that of another.
Single use. When the wearer of the Collar of Shapesh loses their last Wound, roll a D6. On a roll of 4+, the Wound is not lost. Instead, a single friendly model within the wearer’s Command range is removed from play as a casualty.
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Crown of Kings
Ancient and ornate crowns are a symbol that servitude extends beyond the bounds of death.
Monarch of Nehekhara only. During the Command sub-phase of their turn, if they are not engaged in combat, the wearer of a Crown of Kings may attempt to resurrect the fallen (see page 154) by making a Leadership test. If this test is passed, a single friendly unit of Skeleton Warriors, Skeleton Archers, Skeleton Horsemen or Skeleton Horse Archers that is within this model’s Command range recovers D3+1 Wounds.
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Couronne des Rois
À la sous-phase de Commandement de son tour, si le porteur n'est pas engagé en combat, il peut tenter de ressusciter les défunts en effectuant un test de Commandement. En cas de réussite, une seule unité amie de Guerriers Squelettes, Archers Squelettes, Cavaliers Squelettes ou Archers Squelettes à Cheval qui se trouve à portée de commandement de cette figurine récupère D3+1 PV.
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Crown of Kings
Ancient and ornate crowns are a symbol that servitude extends beyond the bounds of death.
Monarch of Nehekhara only. During the Command sub-phase of their turn, if they are not engaged in combat, the wearer of a Crown of Kings may attempt to resurrect the fallen (see page 154) by making a Leadership test. If this test is passed, a single friendly unit of Skeleton Warriors, Skeleton Archers, Skeleton Horsemen or Skeleton Horse Archers that is within this model’s Command range recovers D3+1 Wounds.
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Crown of Kings
Ancient and ornate crowns are a symbol that servitude extends beyond the bounds of death.
Monarch of Nehekhara only. During the Command sub-phase of their turn, if they are not engaged in combat, the wearer of a Crown of Kings may attempt to resurrect the fallen (see page 154) by making a Leadership test. If this test is passed, a single friendly unit of Skeleton Warriors, Skeleton Archers, Skeleton Horsemen or Skeleton Horse Archers that is within this model’s Command range recovers D3+1 Wounds.
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Crown of Kings
Ancient and ornate crowns are a symbol that servitude extends beyond the bounds of death.
Monarch of Nehekhara only. During the Command sub-phase of their turn, if they are not engaged in combat, the wearer of a Crown of Kings may attempt to resurrect the fallen (see page 154) by making a Leadership test. If this test is passed, a single friendly unit of Skeleton Warriors, Skeleton Archers, Skeleton Horsemen or Skeleton Horse Archers that is within this model’s Command range recovers D3+1 Wounds.
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Crown of Kings
Ancient and ornate crowns are a symbol that servitude extends beyond the bounds of death.
Monarch of Nehekhara only. During the Command sub-phase of their turn, if they are not engaged in combat, the wearer of a Crown of Kings may attempt to resurrect the fallen (see page 154) by making a Leadership test. If this test is passed, a single friendly unit of Skeleton Warriors, Skeleton Archers, Skeleton Horsemen or Skeleton Horse Archers that is within this model’s Command range recovers D3+1 Wounds.
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Flail of Radiance
These gleaming golden weapons represent the high status of the bearer, and all that enter their presence are humbled by the aura of majesty these weapons convey.
R S AP Special Rules Crook & Flail of Radiance Combat S -1 Extra Attacks (+D3), Magical Attacks, Requires Two Hands, Strike First.
Notes: Monarchs of Nehekhara only.
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Crosse & Flagellum De Majesté
P: Combat
F: F
PA : -1
Règles Spéciales : Combat F de Majesté
Notes : Uniquement pour les Monarques de Nehekhara. Possède les règles spéciales Attaques Supplémentaires (+D3), Attaques Magiques, Arme à Deux Mains, Frappe en Premier.
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Flail of Radiance
These gleaming golden weapons represent the high status of the bearer, and all that enter their presence are humbled by the aura of majesty these weapons convey.
R S AP Special Rules Crook & Flail of Radiance Combat S -1 Extra Attacks (+D3), Magical Attacks, Requires Two Hands, Strike First.
Notes: Monarchs of Nehekhara only.
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Flail of Radiance
These gleaming golden weapons represent the high status of the bearer, and all that enter their presence are humbled by the aura of majesty these weapons convey.
R S AP Special Rules Crook & Flail of Radiance Combat S -1 Extra Attacks (+D3), Magical Attacks, Requires Two Hands, Strike First.
Notes: Monarchs of Nehekhara only.
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Flail of Radiance
These gleaming golden weapons represent the high status of the bearer, and all that enter their presence are humbled by the aura of majesty these weapons convey.
R S AP Special Rules Crook & Flail of Radiance Combat S -1 Extra Attacks (+D3), Magical Attacks, Requires Two Hands, Strike First.
Notes: Monarchs of Nehekhara only.
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Flail of Radiance
These gleaming golden weapons represent the high status of the bearer, and all that enter their presence are humbled by the aura of majesty these weapons convey.
R S AP Special Rules Crook & Flail of Radiance Combat S -1 Extra Attacks (+D3), Magical Attacks, Requires Two Hands, Strike First.
Notes: Monarchs of Nehekhara only.
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Curse-Weaver Wand
The power within this accursed wand seeks only to enfeeble the enemies of its wielder.
The bearer of the Curse-weaver Wand gains a +1 modifier to their Casting roll when attempting to cast a Hex spell.
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Curse-Weaver Wand
The power within this accursed wand seeks only to enfeeble the enemies of its wielder.
The bearer of the Curse-weaver Wand gains a +1 modifier to their Casting roll when attempting to cast a Hex spell.
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Curse-Weaver Wand
The power within this accursed wand seeks only to enfeeble the enemies of its wielder.
The bearer of the Curse-weaver Wand gains a +1 modifier to their Casting roll when attempting to cast a Hex spell.
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Curse-Weaver Wand
The power within this accursed wand seeks only to enfeeble the enemies of its wielder.
The bearer of the Curse-weaver Wand gains a +1 modifier to their Casting roll when attempting to cast a Hex spell.
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Curse-Weaver Wand
The power within this accursed wand seeks only to enfeeble the enemies of its wielder.
The bearer of the Curse-weaver Wand gains a +1 modifier to their Casting roll when attempting to cast a Hex spell.
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Curse-Weaver Wand
The power within this accursed wand seeks only to enfeeble the enemies of its wielder.
The bearer of the Curse-weaver Wand gains a +1 modifier to their Casting roll when attempting to cast a Hex spell.
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Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates.
The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
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Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates.
The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
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Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates.
The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
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Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates.
The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
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Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates.
The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
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Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates.
The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
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Death Mask of Kharnutt
The expressionless Death Mask of Kharnutt has borne witness to the demise of untold thousands over its long millennia, causing an aura of dread and despair to hang heavily about it.
The wearer of the Death Mask of Kharnutt gains the Terror special rule.
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Masque Mortuaire De Kharnutt
Le porteur du Masque Mortuaire de Kharnutt gagne la règle spéciale Terreur.
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Death Mask of Kharnutt
The expressionless Death Mask of Kharnutt has borne witness to the demise of untold thousands over its long millennia, causing an aura of dread and despair to hang heavily about it.
The wearer of the Death Mask of Kharnutt gains the Terror special rule.
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Death Mask of Kharnutt
The expressionless Death Mask of Kharnutt has borne witness to the demise of untold thousands over its long millennia, causing an aura of dread and despair to hang heavily about it.
The wearer of the Death Mask of Kharnutt gains the Terror special rule.
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Death Mask of Kharnutt
The expressionless Death Mask of Kharnutt has borne witness to the demise of untold thousands over its long millennia, causing an aura of dread and despair to hang heavily about it.
The wearer of the Death Mask of Kharnutt gains the Terror special rule.
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Death Mask of Kharnutt
The expressionless Death Mask of Kharnutt has borne witness to the demise of untold thousands over its long millennia, causing an aura of dread and despair to hang heavily about it.
The wearer of the Death Mask of Kharnutt gains the Terror special rule.
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Destroyer of Eternities
Imbued with powerful incantations, the great blade of this scything weapon is impossibly sharp and is said to destroy the souls of its victims, denying them any hope of reaching the afterlife.
R S AP Special Rules Destroyer of Eternities Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strike Last.
Notes: Rather than attacking normally, the wielder of the Destroyer of Eternities may choose to make a special ‘Scything’ attack. If they do, the enemy unit they are directing their attacks against suffers D6 automatic hits, each resolved using the Destroyer of Eternities’ profile.
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Destructeur D'éternité
P: Combat
F: F+2
PA : F+
Règles Spéciales : Combat F+2, -2 PA, Coup Fatal, Attaques Magiques, d'Eternités, Arme à Deux Mains, Frappe en Dernier
Notes : Le porteur peut choisir d'effectuer une attaque spéciale "Faucheur", infligeant automatiquement DG touches avec le profil du Destructeur d'Éternité.
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Destroyer of Eternities
Imbued with powerful incantations, the great blade of this scything weapon is impossibly sharp and is said to destroy the souls of its victims, denying them any hope of reaching the afterlife.
R S AP Special Rules Destroyer of Eternities Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strike Last.
Notes: Rather than attacking normally, the wielder of the Destroyer of Eternities may choose to make a special ‘Scything’ attack. If they do, the enemy unit they are directing their attacks against suffers D6 automatic hits, each resolved using the Destroyer of Eternities’ profile.
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Destroyer of Eternities
Imbued with powerful incantations, the great blade of this scything weapon is impossibly sharp and is said to destroy the souls of its victims, denying them any hope of reaching the afterlife.
R S AP Special Rules Destroyer of Eternities Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strike Last.
Notes: Rather than attacking normally, the wielder of the Destroyer of Eternities may choose to make a special ‘Scything’ attack. If they do, the enemy unit they are directing their attacks against suffers D6 automatic hits, each resolved using the Destroyer of Eternities’ profile.
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Destroyer of Eternities
Imbued with powerful incantations, the great blade of this scything weapon is impossibly sharp and is said to destroy the souls of its victims, denying them any hope of reaching the afterlife.
R S AP Special Rules Destroyer of Eternities Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strike Last.
Notes: Rather than attacking normally, the wielder of the Destroyer of Eternities may choose to make a special ‘Scything’ attack. If they do, the enemy unit they are directing their attacks against suffers D6 automatic hits, each resolved using the Destroyer of Eternities’ profile.
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Destroyer of Eternities
Imbued with powerful incantations, the great blade of this scything weapon is impossibly sharp and is said to destroy the souls of its victims, denying them any hope of reaching the afterlife.
R S AP Special Rules Destroyer of Eternities Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strike Last.
Notes: Rather than attacking normally, the wielder of the Destroyer of Eternities may choose to make a special ‘Scything’ attack. If they do, the enemy unit they are directing their attacks against suffers D6 automatic hits, each resolved using the Destroyer of Eternities’ profile.
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Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll.
Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
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Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll.
Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
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Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll.
Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
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Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll.
Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
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Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll.
Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
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Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll.
Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
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Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
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Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
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Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
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Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
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Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
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Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
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Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
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Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
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Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
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Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
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Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
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Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
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Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
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Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
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Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
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Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
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Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
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Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
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Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again.
The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again.
The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again.
The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again.
The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again.
The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again.
The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Icon of Rulership
The hero’s chariot bears a totemic standard that pulses with greatness and proclaims their many victories over their enemies.
Models whose troop type is ‘chariot’ only. This model doubles its Unit Strength, from 3 to 6. In addition, any Impact Hits caused by this model have an Armour Piercing characteristic of -2 and the Magical Attacks special rule.
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Enseigne Royale
Cette figurine double sa Puissance (PU), passant de 3 à 6. De plus, toute Touche d'Impact causée par cette figurine a une caractéristique de PA de -2 et la règle spéciale Attaques Magiques.
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Icon of Rulership
The hero’s chariot bears a totemic standard that pulses with greatness and proclaims their many victories over their enemies.
Models whose troop type is ‘chariot’ only. This model doubles its Unit Strength, from 3 to 6. In addition, any Impact Hits caused by this model have an Armour Piercing characteristic of -2 and the Magical Attacks special rule.
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Icon of Rulership
The hero’s chariot bears a totemic standard that pulses with greatness and proclaims their many victories over their enemies.
Models whose troop type is ‘chariot’ only. This model doubles its Unit Strength, from 3 to 6. In addition, any Impact Hits caused by this model have an Armour Piercing characteristic of -2 and the Magical Attacks special rule.
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Icon of Rulership
The hero’s chariot bears a totemic standard that pulses with greatness and proclaims their many victories over their enemies.
Models whose troop type is ‘chariot’ only. This model doubles its Unit Strength, from 3 to 6. In addition, any Impact Hits caused by this model have an Armour Piercing characteristic of -2 and the Magical Attacks special rule.
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Icon of Rulership
The hero’s chariot bears a totemic standard that pulses with greatness and proclaims their many victories over their enemies.
Models whose troop type is ‘chariot’ only. This model doubles its Unit Strength, from 3 to 6. In addition, any Impact Hits caused by this model have an Armour Piercing characteristic of -2 and the Magical Attacks special rule.
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Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
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Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
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Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
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Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
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Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
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Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
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Flail of Skulls
This flail is made from the gilded skulls of conquered enemies. Foes struck by these skulls are lacerated and savaged by their sharpened teeth, and bleed profusely from their wounds.
R S AP Special Rules Flail of Skulls Combat S+3 -1 Magical Attacks, Multiple Wounds (2), Requires Two Hands Notes: The Flail of Skulls’ Strength modifier applies only during the first round of combat.
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Fléau de Crânes
P: Combat
F: F+3
PA : -1
Règles Spéciales : Attaques Magiques, Blessures Multiples (2), Arme à Deux Mains
Notes : Le modificateur de Force ne s'applique qu'au premier round de combat.
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Flail of Skulls
This flail is made from the gilded skulls of conquered enemies. Foes struck by these skulls are lacerated and savaged by their sharpened teeth, and bleed profusely from their wounds.
R S AP Special Rules Flail of Skulls Combat S+3 -1 Magical Attacks, Multiple Wounds (2), Requires Two Hands Notes: The Flail of Skulls’ Strength modifier applies only during the first round of combat.
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Flail of Skulls
This flail is made from the gilded skulls of conquered enemies. Foes struck by these skulls are lacerated and savaged by their sharpened teeth, and bleed profusely from their wounds.
R S AP Special Rules Flail of Skulls Combat S+3 -1 Magical Attacks, Multiple Wounds (2), Requires Two Hands Notes: The Flail of Skulls’ Strength modifier applies only during the first round of combat.
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Flail of Skulls
This flail is made from the gilded skulls of conquered enemies. Foes struck by these skulls are lacerated and savaged by their sharpened teeth, and bleed profusely from their wounds.
R S AP Special Rules Flail of Skulls Combat S+3 -1 Magical Attacks, Multiple Wounds (2), Requires Two Hands Notes: The Flail of Skulls’ Strength modifier applies only during the first round of combat.
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Flail of Skulls
This flail is made from the gilded skulls of conquered enemies. Foes struck by these skulls are lacerated and savaged by their sharpened teeth, and bleed profusely from their wounds.
R S AP Special Rules Flail of Skulls Combat S+3 -1 Magical Attacks, Multiple Wounds (2), Requires Two Hands Notes: The Flail of Skulls’ Strength modifier applies only during the first round of combat.
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Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
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Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
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Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
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Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
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Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
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Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
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Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
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Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
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Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
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Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
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Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
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Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
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Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal.
The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
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Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal.
The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
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Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal.
The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
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Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal.
The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
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Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal.
The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
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Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal.
The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
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Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims.
R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims.
R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims.
R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims.
R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims.
R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims.
R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
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Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
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Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
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Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
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Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
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Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
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Hieratic Jar
This earthenware jar, sealed with wax and bound with glyphs, contains the magically charged remains of a once-mighty Liche Priest.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of a Hieratic Jar can release the power held within it. The bearer may attempt to resurrect the fallen by using the Arise! special rule twice during this Command sub-phase (rather than the usual once).
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Jarre Hiératique
Usage unique.
À la sous-phase de Commandement de son tour, si le porteur n'est pas engagé en combat, il peut libérer le pouvoir qu'elle contient. Le porteur peut tenter de ressusciter les défunts en utilisant la règle spéciale "Levez-vous !" deux fois à cette sous-phase de Commandement (au lieu de l'unique fois habituelle).
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Hieratic Jar
This earthenware jar, sealed with wax and bound with glyphs, contains the magically charged remains of a once-mighty Liche Priest.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of a Hieratic Jar can release the power held within it. The bearer may attempt to resurrect the fallen by using the Arise! special rule twice during this Command sub-phase (rather than the usual once).
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Hieratic Jar
This earthenware jar, sealed with wax and bound with glyphs, contains the magically charged remains of a once-mighty Liche Priest.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of a Hieratic Jar can release the power held within it. The bearer may attempt to resurrect the fallen by using the Arise! special rule twice during this Command sub-phase (rather than the usual once).
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Hieratic Jar
This earthenware jar, sealed with wax and bound with glyphs, contains the magically charged remains of a once-mighty Liche Priest.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of a Hieratic Jar can release the power held within it. The bearer may attempt to resurrect the fallen by using the Arise! special rule twice during this Command sub-phase (rather than the usual once).
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Hieratic Jar
This earthenware jar, sealed with wax and bound with glyphs, contains the magically charged remains of a once-mighty Liche Priest.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of a Hieratic Jar can release the power held within it. The bearer may attempt to resurrect the fallen by using the Arise! special rule twice during this Command sub-phase (rather than the usual once).
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Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
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Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
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Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
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Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
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Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
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Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
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Luckstone
Can luck be trapped within a dull stone pendant? Possibly.
Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
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Luckstone
Can luck be trapped within a dull stone pendant? Possibly.
Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
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Luckstone
Can luck be trapped within a dull stone pendant? Possibly.
Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
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Luckstone
Can luck be trapped within a dull stone pendant? Possibly.
Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
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Luckstone
Can luck be trapped within a dull stone pendant? Possibly.
Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
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Luckstone
Can luck be trapped within a dull stone pendant? Possibly.
Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
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Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
A model may purchase up to three Obsidian Lodestones.
A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
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Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
A model may purchase up to three Obsidian Lodestones.
A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
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Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
A model may purchase up to three Obsidian Lodestones.
A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
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Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
A model may purchase up to three Obsidian Lodestones.
A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
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Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
A model may purchase up to three Obsidian Lodestones.
A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
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Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
A model may purchase up to three Obsidian Lodestones.
A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
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Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
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Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
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Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
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Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
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Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
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Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
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Orb Of Ptra
Upon uttering a prayer to the mighty Ptra, this orb becomes as bright as the midday sun, confounding enemy archers.
Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
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Orb Of Ptra
Upon uttering a prayer to the mighty Ptra, this orb becomes as bright as the midday sun, confounding enemy archers.
Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
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Orb Of Ptra
Upon uttering a prayer to the mighty Ptra, this orb becomes as bright as the midday sun, confounding enemy archers.
Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
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Orb Of Ptra
Upon uttering a prayer to the mighty Ptra, this orb becomes as bright as the midday sun, confounding enemy archers.
Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
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Orb Of Ptra
Upon uttering a prayer to the mighty Ptra, this orb becomes as bright as the midday sun, confounding enemy archers.
Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
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Orb Of Ptra
Upon uttering a prayer to the mighty Ptra, this orb becomes as bright as the midday sun, confounding enemy archers.
Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
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Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
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Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
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Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
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Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
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Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
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Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
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Phakth’s Blades Of Justice
Crackling lightning arcs from these twin blades as they slice through the ranks of Nehekhara’s foes.
R S AP Special Rules
Combat S -1 Magical Attacks, Requires Two Hands
Notes: Models whose troop type is ‘infantry’ only. Phakth’s Blades of Justice grant the wielder +1 Attack for each rank an enemy unit the wielder is engaged with has.
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Phakth’s Blades Of Justice
Crackling lightning arcs from these twin blades as they slice through the ranks of Nehekhara’s foes.
R S AP Special Rules
Combat S -1 Magical Attacks, Requires Two Hands
Notes: Models whose troop type is ‘infantry’ only. Phakth’s Blades of Justice grant the wielder +1 Attack for each rank an enemy unit the wielder is engaged with has.
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Phakth’s Blades Of Justice
Crackling lightning arcs from these twin blades as they slice through the ranks of Nehekhara’s foes.
R S AP Special Rules
Combat S -1 Magical Attacks, Requires Two Hands
Notes: Models whose troop type is ‘infantry’ only. Phakth’s Blades of Justice grant the wielder +1 Attack for each rank an enemy unit the wielder is engaged with has.
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Phakth’s Blades Of Justice
Crackling lightning arcs from these twin blades as they slice through the ranks of Nehekhara’s foes.
R S AP Special Rules
Combat S -1 Magical Attacks, Requires Two Hands
Notes: Models whose troop type is ‘infantry’ only. Phakth’s Blades of Justice grant the wielder +1 Attack for each rank an enemy unit the wielder is engaged with has.
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Phakth’s Blades Of Justice
Crackling lightning arcs from these twin blades as they slice through the ranks of Nehekhara’s foes.
R S AP Special Rules
Combat S -1 Magical Attacks, Requires Two Hands
Notes: Models whose troop type is ‘infantry’ only. Phakth’s Blades of Justice grant the wielder +1 Attack for each rank an enemy unit the wielder is engaged with has.
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Phakth’s Blades Of Justice
Crackling lightning arcs from these twin blades as they slice through the ranks of Nehekhara’s foes.
R S AP Special Rules
Combat S -1 Magical Attacks, Requires Two Hands
Notes: Models whose troop type is ‘infantry’ only. Phakth’s Blades of Justice grant the wielder +1 Attack for each rank an enemy unit the wielder is engaged with has.
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Phâzerakt’s Kanopi
It is said that Phâzerakt’s spirit can be unleashed from within the ornate vessel in which it is trapped to aid in a mass summoning.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Phâzerakt’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, place a unit of 2D6+3 Summoned Skeleton Warriors on the battlefield anywhere completely within 12" of this model, but not within 1" of any enemy models:
M WS BS S T W I A Ld Points
Skeleton Warrior 4 2 2 3 3 1 2 1 5 4
Troop Type: Regular infantry
Base Size: 25 x 25 mm
Unit Size: 2D6+3
Equipment: Hand weapons and shields
Special Rules: Horde, Nehekharan Undead, Regeneration (6+), Skirmishers
Note that Summoned Skeleton Warriors are not worth any Victory Points
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Phâzerakt’s Kanopi
It is said that Phâzerakt’s spirit can be unleashed from within the ornate vessel in which it is trapped to aid in a mass summoning.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Phâzerakt’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, place a unit of 2D6+3 Summoned Skeleton Warriors on the battlefield anywhere completely within 12" of this model, but not within 1" of any enemy models:
M WS BS S T W I A Ld Points
Skeleton Warrior 4 2 2 3 3 1 2 1 5 4
Troop Type: Regular infantry
Base Size: 25 x 25 mm
Unit Size: 2D6+3
Equipment: Hand weapons and shields
Special Rules: Horde, Nehekharan Undead, Regeneration (6+), Skirmishers
Note that Summoned Skeleton Warriors are not worth any Victory Points
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Phâzerakt’s Kanopi
It is said that Phâzerakt’s spirit can be unleashed from within the ornate vessel in which it is trapped to aid in a mass summoning.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Phâzerakt’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, place a unit of 2D6+3 Summoned Skeleton Warriors on the battlefield anywhere completely within 12" of this model, but not within 1" of any enemy models:
M WS BS S T W I A Ld Points
Skeleton Warrior 4 2 2 3 3 1 2 1 5 4
Troop Type: Regular infantry
Base Size: 25 x 25 mm
Unit Size: 2D6+3
Equipment: Hand weapons and shields
Special Rules: Horde, Nehekharan Undead, Regeneration (6+), Skirmishers
Note that Summoned Skeleton Warriors are not worth any Victory Points
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Phâzerakt’s Kanopi
It is said that Phâzerakt’s spirit can be unleashed from within the ornate vessel in which it is trapped to aid in a mass summoning.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Phâzerakt’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, place a unit of 2D6+3 Summoned Skeleton Warriors on the battlefield anywhere completely within 12" of this model, but not within 1" of any enemy models:
M WS BS S T W I A Ld Points
Skeleton Warrior 4 2 2 3 3 1 2 1 5 4
Troop Type: Regular infantry
Base Size: 25 x 25 mm
Unit Size: 2D6+3
Equipment: Hand weapons and shields
Special Rules: Horde, Nehekharan Undead, Regeneration (6+), Skirmishers
Note that Summoned Skeleton Warriors are not worth any Victory Points
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Phâzerakt’s Kanopi
It is said that Phâzerakt’s spirit can be unleashed from within the ornate vessel in which it is trapped to aid in a mass summoning.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Phâzerakt’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, place a unit of 2D6+3 Summoned Skeleton Warriors on the battlefield anywhere completely within 12" of this model, but not within 1" of any enemy models:
M WS BS S T W I A Ld Points
Skeleton Warrior 4 2 2 3 3 1 2 1 5 4
Troop Type: Regular infantry
Base Size: 25 x 25 mm
Unit Size: 2D6+3
Equipment: Hand weapons and shields
Special Rules: Horde, Nehekharan Undead, Regeneration (6+), Skirmishers
Note that Summoned Skeleton Warriors are not worth any Victory Points
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Phâzerakt’s Kanopi
It is said that Phâzerakt’s spirit can be unleashed from within the ornate vessel in which it is trapped to aid in a mass summoning.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Phâzerakt’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, place a unit of 2D6+3 Summoned Skeleton Warriors on the battlefield anywhere completely within 12" of this model, but not within 1" of any enemy models:
M WS BS S T W I A Ld Points
Skeleton Warrior 4 2 2 3 3 1 2 1 5 4
Troop Type: Regular infantry
Base Size: 25 x 25 mm
Unit Size: 2D6+3
Equipment: Hand weapons and shields
Special Rules: Horde, Nehekharan Undead, Regeneration (6+), Skirmishers
Note that Summoned Skeleton Warriors are not worth any Victory Points
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Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
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Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
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Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
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Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
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Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
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Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
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Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
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Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
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Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
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Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
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Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
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Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
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Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
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Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
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Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
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Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
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Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
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Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
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Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Relic Of The Desert Sun
With their withered, mummified forms vulnerable to open flame, some Tomb Kings placed their faith in the sun god Ptra to protect them.
The bearer of the Relic of the Desert Sun is not subject to the Dry as Dust or Flammable special rules
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Relic Of The Desert Sun
With their withered, mummified forms vulnerable to open flame, some Tomb Kings placed their faith in the sun god Ptra to protect them.
The bearer of the Relic of the Desert Sun is not subject to the Dry as Dust or Flammable special rules
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Relic Of The Desert Sun
With their withered, mummified forms vulnerable to open flame, some Tomb Kings placed their faith in the sun god Ptra to protect them.
The bearer of the Relic of the Desert Sun is not subject to the Dry as Dust or Flammable special rules
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Relic Of The Desert Sun
With their withered, mummified forms vulnerable to open flame, some Tomb Kings placed their faith in the sun god Ptra to protect them.
The bearer of the Relic of the Desert Sun is not subject to the Dry as Dust or Flammable special rules
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Relic Of The Desert Sun
With their withered, mummified forms vulnerable to open flame, some Tomb Kings placed their faith in the sun god Ptra to protect them.
The bearer of the Relic of the Desert Sun is not subject to the Dry as Dust or Flammable special rules
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Relic Of The Desert Sun
With their withered, mummified forms vulnerable to open flame, some Tomb Kings placed their faith in the sun god Ptra to protect them.
The bearer of the Relic of the Desert Sun is not subject to the Dry as Dust or Flammable special rules
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Royal Mantle
It is said that the wisdom of the kings and queens of Nehekhara is held within these armoured plates, giving counsel to the wearer as they command their warriors on the battlefield.
The Royal Mantle may only be taken by models in a Nehekharan Royal Host Army of Infamy. May be worn with other armour. The wearer of the Royal Mantle improves their armour value by 1 (to a maximum of 2+). In addition, the wearer’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of them, not just a unit they have joined.
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Royal Mantle
It is said that the wisdom of the kings and queens of Nehekhara is held within these armoured plates, giving counsel to the wearer as they command their warriors on the battlefield.
The Royal Mantle may only be taken by models in a Nehekharan Royal Host Army of Infamy. May be worn with other armour. The wearer of the Royal Mantle improves their armour value by 1 (to a maximum of 2+). In addition, the wearer’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of them, not just a unit they have joined.
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Royal Mantle
It is said that the wisdom of the kings and queens of Nehekhara is held within these armoured plates, giving counsel to the wearer as they command their warriors on the battlefield.
The Royal Mantle may only be taken by models in a Nehekharan Royal Host Army of Infamy. May be worn with other armour. The wearer of the Royal Mantle improves their armour value by 1 (to a maximum of 2+). In addition, the wearer’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of them, not just a unit they have joined.
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Royal Mantle
It is said that the wisdom of the kings and queens of Nehekhara is held within these armoured plates, giving counsel to the wearer as they command their warriors on the battlefield.
The Royal Mantle may only be taken by models in a Nehekharan Royal Host Army of Infamy. May be worn with other armour. The wearer of the Royal Mantle improves their armour value by 1 (to a maximum of 2+). In addition, the wearer’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of them, not just a unit they have joined.
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Royal Mantle
It is said that the wisdom of the kings and queens of Nehekhara is held within these armoured plates, giving counsel to the wearer as they command their warriors on the battlefield.
The Royal Mantle may only be taken by models in a Nehekharan Royal Host Army of Infamy. May be worn with other armour. The wearer of the Royal Mantle improves their armour value by 1 (to a maximum of 2+). In addition, the wearer’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of them, not just a unit they have joined.
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Royal Mantle
It is said that the wisdom of the kings and queens of Nehekhara is held within these armoured plates, giving counsel to the wearer as they command their warriors on the battlefield.
The Royal Mantle may only be taken by models in a Nehekharan Royal Host Army of Infamy. May be worn with other armour. The wearer of the Royal Mantle improves their armour value by 1 (to a maximum of 2+). In addition, the wearer’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of them, not just a unit they have joined.
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Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
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Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
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Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
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Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
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Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
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Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
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Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.
On a roll of 4+, the Wizard returns to normal (but retains a love of water).
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Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.
On a roll of 4+, the Wizard returns to normal (but retains a love of water).
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Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.
On a roll of 4+, the Wizard returns to normal (but retains a love of water).
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Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.
On a roll of 4+, the Wizard returns to normal (but retains a love of water).
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Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.
On a roll of 4+, the Wizard returns to normal (but retains a love of water).
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Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.
On a roll of 4+, the Wizard returns to normal (but retains a love of water).
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Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
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Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
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Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
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Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
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Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
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Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
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Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
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Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
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Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
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Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
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Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
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Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
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Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
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Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
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Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
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Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
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Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
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Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
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Staff Of Aeons
A single blow from this accursed weapon can cause armour to rust and tarnish in a matter of
moments, leaving those wearing it vulnerable to the Liche Priest’s minions.
R S AP Special Rules
Staff of Aeons Combat S+2 -1 Magical Attacks, Requires Two Hands
Notes: The Staff of Aeons may only be taken by a Liche Priest in a Mortuary Cult Army of Infamy. Any model that is hit by one or more close combat attacks made using this weapon suffers a -1 modifier to its armour value for the remainder of the game.
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Staff Of Aeons
A single blow from this accursed weapon can cause armour to rust and tarnish in a matter of
moments, leaving those wearing it vulnerable to the Liche Priest’s minions.
R S AP Special Rules
Staff of Aeons Combat S+2 -1 Magical Attacks, Requires Two Hands
Notes: The Staff of Aeons may only be taken by a Liche Priest in a Mortuary Cult Army of Infamy. Any model that is hit by one or more close combat attacks made using this weapon suffers a -1 modifier to its armour value for the remainder of the game.
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Staff Of Aeons
A single blow from this accursed weapon can cause armour to rust and tarnish in a matter of
moments, leaving those wearing it vulnerable to the Liche Priest’s minions.
R S AP Special Rules
Staff of Aeons Combat S+2 -1 Magical Attacks, Requires Two Hands
Notes: The Staff of Aeons may only be taken by a Liche Priest in a Mortuary Cult Army of Infamy. Any model that is hit by one or more close combat attacks made using this weapon suffers a -1 modifier to its armour value for the remainder of the game.
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Staff Of Aeons
A single blow from this accursed weapon can cause armour to rust and tarnish in a matter of
moments, leaving those wearing it vulnerable to the Liche Priest’s minions.
R S AP Special Rules
Staff of Aeons Combat S+2 -1 Magical Attacks, Requires Two Hands
Notes: The Staff of Aeons may only be taken by a Liche Priest in a Mortuary Cult Army of Infamy. Any model that is hit by one or more close combat attacks made using this weapon suffers a -1 modifier to its armour value for the remainder of the game.
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Staff Of Aeons
A single blow from this accursed weapon can cause armour to rust and tarnish in a matter of
moments, leaving those wearing it vulnerable to the Liche Priest’s minions.
R S AP Special Rules
Staff of Aeons Combat S+2 -1 Magical Attacks, Requires Two Hands
Notes: The Staff of Aeons may only be taken by a Liche Priest in a Mortuary Cult Army of Infamy. Any model that is hit by one or more close combat attacks made using this weapon suffers a -1 modifier to its armour value for the remainder of the game.
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Staff Of Aeons
A single blow from this accursed weapon can cause armour to rust and tarnish in a matter of
moments, leaving those wearing it vulnerable to the Liche Priest’s minions.
R S AP Special Rules
Staff of Aeons Combat S+2 -1 Magical Attacks, Requires Two Hands
Notes: The Staff of Aeons may only be taken by a Liche Priest in a Mortuary Cult Army of Infamy. Any model that is hit by one or more close combat attacks made using this weapon suffers a -1 modifier to its armour value for the remainder of the game.
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Staff Of Awakening
Carried only by the most revered Liche Priests, this powerful artefact amplifies the wielder’s already formidable necromantic talents.
High Priest only.
When the wielder of the Staff of Awakening uses the Arise! special rule on a friendly unit whose troop type is ‘infantry’ or ‘cavalry’, that unit recovers an additional D3 Wounds.
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Staff Of Awakening
Carried only by the most revered Liche Priests, this powerful artefact amplifies the wielder’s already formidable necromantic talents.
High Priest only.
When the wielder of the Staff of Awakening uses the Arise! special rule on a friendly unit whose troop type is ‘infantry’ or ‘cavalry’, that unit recovers an additional D3 Wounds.
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Staff Of Awakening
Carried only by the most revered Liche Priests, this powerful artefact amplifies the wielder’s already formidable necromantic talents.
High Priest only.
When the wielder of the Staff of Awakening uses the Arise! special rule on a friendly unit whose troop type is ‘infantry’ or ‘cavalry’, that unit recovers an additional D3 Wounds.
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Staff Of Awakening
Carried only by the most revered Liche Priests, this powerful artefact amplifies the wielder’s already formidable necromantic talents.
High Priest only.
When the wielder of the Staff of Awakening uses the Arise! special rule on a friendly unit whose troop type is ‘infantry’ or ‘cavalry’, that unit recovers an additional D3 Wounds.
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Staff Of Awakening
Carried only by the most revered Liche Priests, this powerful artefact amplifies the wielder’s already formidable necromantic talents.
High Priest only.
When the wielder of the Staff of Awakening uses the Arise! special rule on a friendly unit whose troop type is ‘infantry’ or ‘cavalry’, that unit recovers an additional D3 Wounds.
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Staff Of Awakening
Carried only by the most revered Liche Priests, this powerful artefact amplifies the wielder’s already formidable necromantic talents.
High Priest only.
When the wielder of the Staff of Awakening uses the Arise! special rule on a friendly unit whose troop type is ‘infantry’ or ‘cavalry’, that unit recovers an additional D3 Wounds.
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Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
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Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
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Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
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Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
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Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
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Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
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Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer.
R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
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Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer.
R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
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Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer.
R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
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Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer.
R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
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Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer.
R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
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Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer.
R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
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Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
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Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
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Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
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Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
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Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
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Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
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Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
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Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
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Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
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Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
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Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
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Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
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Tablets Of Tahoth
These powerful relics of Tahoth’s wisdom crumble to dust once their power is spent.
A Wizard may purchase up to three Tablets of Tahoth, each of which is single use. Before making a Casting roll, a Wizard may choose to use any number of their Tablets. For each Tablet used, you may apply a +1 modifier to the result of the Casting roll.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Tablets Of Tahoth
These powerful relics of Tahoth’s wisdom crumble to dust once their power is spent.
A Wizard may purchase up to three Tablets of Tahoth, each of which is single use. Before making a Casting roll, a Wizard may choose to use any number of their Tablets. For each Tablet used, you may apply a +1 modifier to the result of the Casting roll.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Tablets Of Tahoth
These powerful relics of Tahoth’s wisdom crumble to dust once their power is spent.
A Wizard may purchase up to three Tablets of Tahoth, each of which is single use. Before making a Casting roll, a Wizard may choose to use any number of their Tablets. For each Tablet used, you may apply a +1 modifier to the result of the Casting roll.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Tablets Of Tahoth
These powerful relics of Tahoth’s wisdom crumble to dust once their power is spent.
A Wizard may purchase up to three Tablets of Tahoth, each of which is single use. Before making a Casting roll, a Wizard may choose to use any number of their Tablets. For each Tablet used, you may apply a +1 modifier to the result of the Casting roll.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Tablets Of Tahoth
These powerful relics of Tahoth’s wisdom crumble to dust once their power is spent.
A Wizard may purchase up to three Tablets of Tahoth, each of which is single use. Before making a Casting roll, a Wizard may choose to use any number of their Tablets. For each Tablet used, you may apply a +1 modifier to the result of the Casting roll.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Tablets Of Tahoth
These powerful relics of Tahoth’s wisdom crumble to dust once their power is spent.
A Wizard may purchase up to three Tablets of Tahoth, each of which is single use. Before making a Casting roll, a Wizard may choose to use any number of their Tablets. For each Tablet used, you may apply a +1 modifier to the result of the Casting roll.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
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Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
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Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
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Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
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Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
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Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
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The Conqueror’s Blade
Many a king and queen, warlord and emperor foolish enough to resist the rule of the Lord of Nehekhara have found their heads parted from their bodies by this wicked weapon.
R S AP Special Rules
The Conqueror’s Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strike Last
Notes: Whilst engaged in a challenge, the bearer of the Conqueror’s Blade strikes a Killing Blow if they roll a natural 5 or 6 when making a To Wound roll, rather than the usual 6. In addition, should the wielder slay the enemy General in a challenge, you win a bonus of 100 Victory Points at the end of the game.
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The Conqueror’s Blade
Many a king and queen, warlord and emperor foolish enough to resist the rule of the Lord of Nehekhara have found their heads parted from their bodies by this wicked weapon.
R S AP Special Rules
The Conqueror’s Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strike Last
Notes: Whilst engaged in a challenge, the bearer of the Conqueror’s Blade strikes a Killing Blow if they roll a natural 5 or 6 when making a To Wound roll, rather than the usual 6. In addition, should the wielder slay the enemy General in a challenge, you win a bonus of 100 Victory Points at the end of the game.
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The Conqueror’s Blade
Many a king and queen, warlord and emperor foolish enough to resist the rule of the Lord of Nehekhara have found their heads parted from their bodies by this wicked weapon.
R S AP Special Rules
The Conqueror’s Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strike Last
Notes: Whilst engaged in a challenge, the bearer of the Conqueror’s Blade strikes a Killing Blow if they roll a natural 5 or 6 when making a To Wound roll, rather than the usual 6. In addition, should the wielder slay the enemy General in a challenge, you win a bonus of 100 Victory Points at the end of the game.
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The Conqueror’s Blade
Many a king and queen, warlord and emperor foolish enough to resist the rule of the Lord of Nehekhara have found their heads parted from their bodies by this wicked weapon.
R S AP Special Rules
The Conqueror’s Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strike Last
Notes: Whilst engaged in a challenge, the bearer of the Conqueror’s Blade strikes a Killing Blow if they roll a natural 5 or 6 when making a To Wound roll, rather than the usual 6. In addition, should the wielder slay the enemy General in a challenge, you win a bonus of 100 Victory Points at the end of the game.
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The Conqueror’s Blade
Many a king and queen, warlord and emperor foolish enough to resist the rule of the Lord of Nehekhara have found their heads parted from their bodies by this wicked weapon.
R S AP Special Rules
The Conqueror’s Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strike Last
Notes: Whilst engaged in a challenge, the bearer of the Conqueror’s Blade strikes a Killing Blow if they roll a natural 5 or 6 when making a To Wound roll, rather than the usual 6. In addition, should the wielder slay the enemy General in a challenge, you win a bonus of 100 Victory Points at the end of the game.
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The Conqueror’s Blade
Many a king and queen, warlord and emperor foolish enough to resist the rule of the Lord of Nehekhara have found their heads parted from their bodies by this wicked weapon.
R S AP Special Rules
The Conqueror’s Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strike Last
Notes: Whilst engaged in a challenge, the bearer of the Conqueror’s Blade strikes a Killing Blow if they roll a natural 5 or 6 when making a To Wound roll, rather than the usual 6. In addition, should the wielder slay the enemy General in a challenge, you win a bonus of 100 Victory Points at the end of the game.
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Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Warding Splint
Protective strips of bronze and iron inscribed with regenerative hieroglyphics are placed across the Liche Priest’s shrivelled body, for without their power the armies of the Tomb Kings will crumble.
The Warding Splint is a suit of heavy armour which may be purchased and worn by a Liche Priest, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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Warding Splint
Protective strips of bronze and iron inscribed with regenerative hieroglyphics are placed across the Liche Priest’s shrivelled body, for without their power the armies of the Tomb Kings will crumble.
The Warding Splint is a suit of heavy armour which may be purchased and worn by a Liche Priest, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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Warding Splint
Protective strips of bronze and iron inscribed with regenerative hieroglyphics are placed across the Liche Priest’s shrivelled body, for without their power the armies of the Tomb Kings will crumble.
The Warding Splint is a suit of heavy armour which may be purchased and worn by a Liche Priest, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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Warding Splint
Protective strips of bronze and iron inscribed with regenerative hieroglyphics are placed across the Liche Priest’s shrivelled body, for without their power the armies of the Tomb Kings will crumble.
The Warding Splint is a suit of heavy armour which may be purchased and worn by a Liche Priest, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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Warding Splint
Protective strips of bronze and iron inscribed with regenerative hieroglyphics are placed across the Liche Priest’s shrivelled body, for without their power the armies of the Tomb Kings will crumble.
The Warding Splint is a suit of heavy armour which may be purchased and worn by a Liche Priest, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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Warding Splint
Protective strips of bronze and iron inscribed with regenerative hieroglyphics are placed across the Liche Priest’s shrivelled body, for without their power the armies of the Tomb Kings will crumble.
The Warding Splint is a suit of heavy armour which may be purchased and worn by a Liche Priest, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.
However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
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Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.
However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
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Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.
However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
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Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.
However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
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Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.
However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
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Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.
However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
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EN | FR | DE | PL | ES | IT |
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of The Desert Winds
This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it.
Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules.
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Banner Of The Desert Winds
This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it.
Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules.
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Banner Of The Desert Winds
This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it.
Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules.
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Banner Of The Desert Winds
This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it.
Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules.
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Banner Of The Desert Winds
This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it.
Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules.
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Banner Of The Desert Winds
This tattered banner snaps and waves under the command of a spectral breeze, whose gusts drive forward those who march under it.
Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the Vanguard and Reserve Move special rules.
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Mirage Banner
Shimmering with the heat of the desert, this banner shifts constantly, confusing the eye of the enemy.
Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
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Bannière Du Mirage
Toute figurine ennemie qui cible une unité portant la Bannière du Mirage à la phase de Tir subit un modificateur additionnel de -1 à ses jets de Touche.
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Mirage Banner
Shimmering with the heat of the desert, this banner shifts constantly, confusing the eye of the enemy.
Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
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Mirage Banner
Shimmering with the heat of the desert, this banner shifts constantly, confusing the eye of the enemy.
Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
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Mirage Banner
Shimmering with the heat of the desert, this banner shifts constantly, confusing the eye of the enemy.
Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
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Mirage Banner
Shimmering with the heat of the desert, this banner shifts constantly, confusing the eye of the enemy.
Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
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Standard of the Cursing Word
This potent icon contains a powerful curse, similar to that which protects the mortal remains of the ancient monarchs of Nehekhara.
Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing Word lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -, for each model that lost its last Wound.
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Étendard de Malédiction
À la fin de n'importe quelle phase où une ou plusieurs figurines d'une unité qu'a rejoint le porteur de l'Étendard de Malédiction ont perdu leur dernier Point de Vie à cause d'une attaque ennemie, l'unité qui a effectué l'attaque doit effectuer un test de Commandement. En cas d'échec, l'unité ennemie subit D3 touches de F2, chacune avec une PA de -, pour chaque figurine qui a perdu son dernier PV.
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Standard of the Cursing Word
This potent icon contains a powerful curse, similar to that which protects the mortal remains of the ancient monarchs of Nehekhara.
Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing Word lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -, for each model that lost its last Wound.
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Standard of the Cursing Word
This potent icon contains a powerful curse, similar to that which protects the mortal remains of the ancient monarchs of Nehekhara.
Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing Word lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -, for each model that lost its last Wound.
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Standard of the Cursing Word
This potent icon contains a powerful curse, similar to that which protects the mortal remains of the ancient monarchs of Nehekhara.
Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing Word lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -, for each model that lost its last Wound.
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Standard of the Cursing Word
This potent icon contains a powerful curse, similar to that which protects the mortal remains of the ancient monarchs of Nehekhara.
Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing Word lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an AP of -, for each model that lost its last Wound.
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Icon of Rakaph
Those that march beneath the banner of King Rakaph II are instilled with unrivalled discipline.
Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
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Icône De Rakaph
À moins qu'elle effectue un mouvement de charge, une unité portant l'Icône de Rakaph peut accomplir gratuitement une seule reformation à n'importe quel point de son mouvement.
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Icon of Rakaph
Those that march beneath the banner of King Rakaph II are instilled with unrivalled discipline.
Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
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Icon of Rakaph
Those that march beneath the banner of King Rakaph II are instilled with unrivalled discipline.
Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
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Icon of Rakaph
Those that march beneath the banner of King Rakaph II are instilled with unrivalled discipline.
Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
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Icon of Rakaph
Those that march beneath the banner of King Rakaph II are instilled with unrivalled discipline.
Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
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Icon of the Sacred Eye
The arcane power contained within this unblinking eye guides the arms of those that march beneath it.
A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
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Icône De L'œil Sacré
Une unité portant l'Icône de l'Œil Sacré a un modificateur de +1 à sa caractéristique de Capacité de Combat (jusqu'à un maximum de 10).
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Icon of the Sacred Eye
The arcane power contained within this unblinking eye guides the arms of those that march beneath it.
A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
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Icon of the Sacred Eye
The arcane power contained within this unblinking eye guides the arms of those that march beneath it.
A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
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Icon of the Sacred Eye
The arcane power contained within this unblinking eye guides the arms of those that march beneath it.
A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
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Icon of the Sacred Eye
The arcane power contained within this unblinking eye guides the arms of those that march beneath it.
A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Royal Standard Of Settra
When Settra’s personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation.
The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules.
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Royal Standard Of Settra
When Settra’s personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation.
The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules.
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Royal Standard Of Settra
When Settra’s personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation.
The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules.
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Royal Standard Of Settra
When Settra’s personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation.
The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules.
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Royal Standard Of Settra
When Settra’s personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation.
The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules.
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Royal Standard Of Settra
When Settra’s personal banner marches to war, it is an omen of doom for those who stand against him. For the True King of Nehekhara kneels to no one; all shall bow to him or face annihilation.
The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and/or Nekaph, Emissary of Settra. A unit carrying the Royal Standard of Settra gains the Hatred (enemy characters) and Terror special rules.
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Sigil Of Centuries
Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl.
All enemy units within 6" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1).
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Sigil Of Centuries
Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl.
All enemy units within 6" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1).
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Sigil Of Centuries
Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl.
All enemy units within 6" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1).
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Sigil Of Centuries
Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl.
All enemy units within 6" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1).
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Sigil Of Centuries
Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl.
All enemy units within 6" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1).
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Sigil Of Centuries
Time behaves strangely around this odd icon, the weight of years slowing even the most agile warriors to a sluggish crawl.
All enemy units within 6" of the model carrying the Sigil of Centuries suffer a -1 modifier to their Initiative characteristic (to a minimum of 1).
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Tapestry Of Conquered Lands
Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara.
Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
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Tapestry Of Conquered Lands
Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara.
Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
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Tapestry Of Conquered Lands
Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara.
Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
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Tapestry Of Conquered Lands
Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara.
Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
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Tapestry Of Conquered Lands
Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara.
Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
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Tapestry Of Conquered Lands
Woven from the standards of vanquished enemies, this patchwork banner serves as a warning to those who stand against the rulers of Nehekhara.
Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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