Secrets of the Doom Blade
Strength is setto 10, AP is setto 10 and gains Divine Attacks, Frenzy, Fury, and Multiple Wounds (3, against Aegis).
Strength is setto 10, AP is setto 10 and gains Divine Attacks, Frenzy, Fury, and Multiple Wounds (3, against Aegis).
While using this weapon, the wielder gains Grind Attack (X hits, Str 3, AP 1), where “X” is the number of Proper Ranks in the wielder’s unit, up to a maximum of 10.
The weapon’s Range is set to 18″. The weapon gains +2 Shots, +1 AP, and Accurate.
Aim 3+. Range is set to 24″, Str is set to 5 and AP is set to 2. The weapon gains Flaming Attacks and Maniacal Enthusiasm (To-hit roll). If the weapon hits, it causes D6 hits instead of 1.
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
+1 Str and +1 AP.
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Crush Attack. This Crush Attack always hits on 4+.
Failed to-wound rolls from attacks made with this weapon must be rerolled.
At the start of any friendly Magic Phase, the bearer may choose to inflict 3 HP losses on its unit. If this is used, the model gains Channel (2) with Duration: One Turn.
Stomp Attack made by enemy units within 8″ of the bearer suffer a −2 to-wound modifier.
If there are two other models with Holy Triumvirate on the army the list, its Path access is replaced with Occultism, Thaumaturgy, and Witchcraft.
The bearer’s unit gains Unstable.
At the end of any friendly Movement Phase after the first, the bearer may remove a single friendly Tunnel Marker within 24″ of it. If so, apply the following effects before removing the Tunnel Marker:
• Each unengaged unit within 4″ of the Tunnel Marker suffers 2D6 hits with Str 4 and AP 1.
• If one or more units that are Engaged in the same Combat are within 4″ of the Tunnel Marker, a total of 2D6 hits with Str 4 and AP 1 is inflicted.
Roll a D6 for each hit: on a roll of 4+, the hit is distributed onto a randomly chosen friendly unit;
otherwise, the hit is distributed onto a randomly chosen enemy unit.
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Aegis (5+).
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
Stand Behind
Magic Resistance (2).
Frenzy and Rage.
The number of HP is set to 6. Model gains the Cult of Errahman property. The model automatically fails all its Armour Saves rolls.
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
Attached and Resistance (Melee Attacks).
+1 Arm and Fortitude (4+).
When casting a Hex spell, after seeing the result of the roll, the bearer can choose to gain Maniacal Enthusiasm (Casting Roll).
During any friendly Magic Phase, the bearer can choose to lose Attached (if they have it) and make a 6″ Magical Move. They must end this move by joining another friendly unit (following the normal rules for joining units).
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound Spells.
The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
+3 Agi.
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Fortitude (5+).
The bearer’s model Recovers 1 HP.
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
+3 Arm. The Armour Value can never be improved beyond 5.