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The bearer can make Dispel Attempts as if it was a Wizard Master.
The bearer can make Dispel Attempts as if it was a Wizard Master.
The bearer's unit automatically passes all Panic Tests.
- Pestilence only.
Close Combat Attacks of all models in the bearer’s unit gain Poisoned Attacks.
- Wrath only.
The bearer gains Frenzy, and only loses Frenzy if the banner ceases to work. All models in the bearer's unit have Frenzy for as long as the bearer also has it and remains in the unit.
The bearer's unit gains +1 Movement.
- Lust only.
One use only. The Banner may be activated when the bearer declares a charge. The target of the charge must declare Hold as their Charge Reaction, unless they are already fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently charged by other units.
- Change only.
All Shooting Attacks made against the bearer’s unit suffer a -1 to-wound modifier.
All non-character models in the bearer’s unit gain Armour Piercing (1).
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
The bearer’s unit gains Strider and Swiftstride.
The bearer's unit automatically passes all Panic Tests.
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
All friendly Infantry models in units within 12" of the bearer of this banner gain +1 Movement.