Correspondence of translations with another language
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Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
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Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a -1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
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Aegis
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Aegis
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Ambush
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Ambush
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Ancient Grudge
Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.
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Ancient Grudge
Dwarven Holds armies have a number of Grudges which confer a bonus when attacking specific enemies. The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
• One Grudge for a General with Ancestral Memory on the Army List
• One Grudge for each King on the Army List
• Two Grudges for each War Throne on the Army List
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the opponent’s Army List for each Grudge in your army (this may also be a Character). The models of this unit are considered “marked”. All models in the Dwarven Holds army gain Hatred against marked models, and against models joined to units with more than half of their models marked.
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Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
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Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
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Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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Great Weapon
Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of the wielder's Agility). A model using this weapon cannot simultaneously use a Shield against Melee Attacks
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Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
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Magical Attacks
The attack doesn't have any special effects. However, it interacts with other rules, such as Otherworldly. Model parts
with Magical Attacks apply it also to their Special Attacks (such as Stomp Attacks, Impact Hits and Breath Attack).
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Grind Attacks
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
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Grind Attacks
A model part with Grind Attacks resolves these attacks at its own Agility. It must choose an enemy unit in base
contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits
are resolved with the model part’s own Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits
, it may only use one of these rules in the same Round of Combat
(its controlling player may choose which). When several model parts in the same unit have Grind Attacks and when
X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.
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Stomp Attacks
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Stomp Attacks
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Attached
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Attached
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Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Hard Target
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Hard Target
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Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
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Bodyguard
When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.
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Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Channel
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
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Channel
During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).
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Cannot be Stomped
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Cannot be Stomped
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Devastating Charge
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
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Devastating Charge
Attacks & Weapons, Melee
A charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules
and Characteristic modifiers stated in brackets. For example, a charging model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison Attacks when it is charging. This rule is cumulative: a model
part with several instances of Devastating Charge applies all Attack Attributes and Characteristics modifiers from all
of them when charging.
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Construct
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Construct
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Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Fearless
If more than half of a unit's models are Fearless, the unit automatically passes Panic Tests and Decimated Tests and cannot declare a Flee Charge Reaction (unless already Fleeing). Models that are Fearless are also immune to the effects of Fear.
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Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Swiftstride
When a unit composed entirely of models with Swiftstride rolls Charge Range, Flee Distance, Pursuit Distance or Overrun Distance, it rolls an additional D6 (normally this will lead to rolling 3D6) and discards the lowest D6 rolled.
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Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Strider
The model automatically passes Dangerous Terrain Tests taken due to Terrain.
If more than half of a unit's models have Strider, the unit never loses their Steadfast or Rank Bonus due to Terrain.
Sometimes Strider is linked to a specific type of Terrain, stated in brackets.
In this case, models with Strider are considered Striders only when interacting with such type of Terrain.
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Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
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Stubborn
A unit with at least one model with Stubborn ignores any Combat Score penalties to its Discipline when taking Break Tests or Combat Reform Discipline Tests.
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Disciplined
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Disciplined
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Quick to Fire
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Quick to Fire
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Dwarf
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Dwarf
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Dying Blow
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Dying Blow
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Scout
At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
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Scout
At step 8 of the Pre-Game Sequence (after Spell Selection) an army that includes units with Scout must state which of its units with Scout will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non-Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18" away from any enemy units. This is decreased to 12" if the Scouting unit is deployed entirely within a Forest, Ruins, Field, Building, or Water Terrain Feature. Scouting units that are deployed outside their player's Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first.
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Emplacement
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Emplacement
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Runic Anvil
Each Anvil of Power may select up to 3 different Battle Runes.
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Runic Anvil
Each Anvil of Power may select up to 3 different Battle Runes.
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Engineer
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
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Engineer
Once per Shooting Phase, an unengaged Engineer may select a single War Machine within 6″ that has not fired yet to gain the following effects:
- Replace the Aim of one of the War Machine's Artillery Weapons with the value given in brackets (X+).
- You may reroll the roll on the Misfire Table.
- You may reroll the dice (all of them or none) for determining the number of hits of a Flamethrower Artillery Weapon.
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Exclusive
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Exclusive
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First Strike
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First Strike
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Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
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Fly
The model gains Light Troops and Swiftstride. Units composed entirely of models with Fly may make Flying Movements when performing a Move Chargers move, an Advance Move, or a March Move. When a unit makes a Flying Movement, substitute its models' Advance Rate with the first value given in brackets (X), and their March Rate with the second value given in brackets (Y). All modifiers to ground movement values are also applied to the flying values of a model. Units using Flying Movement ignore all Terrain Features and units during the Flying Movement (from their starting to their ending position), but must abide by the Unit Spacing rule at the end of the move (unless charging, when the normal exceptions to the Unit Spacing rule apply). They are still affected by the effects of the Terrain Features from which they take off and in which they land.
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Forge Gun
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
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Forge Gun
Shooting Weapon.
Range 18″, Shots 1, Str 3, AP 0, Flaming Attacks, always hits on 2+.
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Forge Repeater
Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
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Forge Repeater
Shooting Weapon
Range 18″, Shots 4, Str 5, AP 2, Flaming Attacks, Quick to Fire
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Giant See, Giant Do
Universal Rule.
The model gains Hatred (against Gigantic) and Sturdy
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Giant See, Giant Do
Universal Rule.
The model gains Hatred (against Gigantic) and Sturdy
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Runic Engravings
At step 8 of the Pre-Game Sequence (after Spell Selection), each Hold Guardian unit must choose one of the following effects, which is applied for the duration of the game: • +1 Strength and +1 Armour Penetration • Vanguard • +2 Agility
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Runic Engravings
At step 8 of the Pre-Game Sequence (after Spell Selection), each Hold Guardian unit must choose one of the following effects, which is applied for the duration of the game: • +1 Strength and +1 Armour Penetration • Vanguard • +2 Agility
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Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Skirmisher
The model can draw Lines of Sight in any direction (i.e. it is not limited by the Front Arc) from any point on its base (remember that Charge Moves are limited by a single Wheel of no more than 90°, and that Stand and Shoot Charge Reactions can only be done against enemies in the Front Arc) and can always use Shooting Attacks from any rank (they are not limited to shooting from first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base to base contact with each other. Instead, models are placed with a 12.5 mm distance between them. This gap is considered part of the unit for Cover purposes, and will have the same Size as the models in the unit. Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, a Rear, can perform Supporting Attacks, and so on. Units in skirmish formation gain Hard Target and Light Troops, never block Line of Sight, and when units in skirmish formation would contribute to Hard Cover, they contribute to Soft Cover instead.
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Unstable
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Unstable
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War Platform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
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War Platform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
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Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Rune Craft Mastery
Close Combat Attacks from models in the same unit as one or more models with Rune Craft Mastery gain +1 Armour Penetration.
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Rune Craft Mastery
Close Combat Attacks from models in the same unit as one or more models with Rune Craft Mastery gain +1 Armour Penetration.
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Weapon Master
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Weapon Master
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Magic Resistance
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Magic Resistance
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Metal Armour
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Metal Armour
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Mount
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Mount
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Shield Wall
While using a Shield, the model gains [b]Aegis (6+, against Close Combat Attacks)[/b]. This is improved to [b]Aegis (5+, against Close Combat Attacks)[/b] if the attacker is Charging. This Special Save can only be used against attacks from enemies Engaged in the model's unit's Front Facing.
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Shield Wall
While using a Shield, the model gains [b]Aegis (6+, against Close Combat Attacks)[/b]. This is improved to [b]Aegis (5+, against Close Combat Attacks)[/b] if the attacker is Charging. This Special Save can only be used against attacks from enemies Engaged in the model's unit's Front Facing.
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Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
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Towering Presence
The model gains Tall and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Rally Around the Flag and Commanding Presence ranges by 6".
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Rally Around the Flag
All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
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Rally Around the Flag
All units, including Fleeing units, within 12″ of a
friendly non-Fleeing model with Rally Around the Flag
may reroll failed Discipline Tests
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Rage
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
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Rage
Attack Attribute – Close Combat.
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it gains a Health Point, it suffers −1 Attack Value.
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Resistance
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Resistance
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Resolute
A unit withResolute is considered to have one additional Proper Rank for Steady, Steadfast, Surrounded, and Rank Bonus purposes.
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Resolute
A unit withResolute is considered to have one additional Proper Rank for Steady, Steadfast, Surrounded, and Rank Bonus purposes.
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Sturdy
The model part gains [b]Devastating Charge (+1 Str, +1 AP)[/b] and [b]Steady Aim[/b].
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Sturdy
The model part gains [b]Devastating Charge (+1 Str, +1 AP)[/b] and [b]Steady Aim[/b].
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Whirling Chains of Doom
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
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Whirling Chains of Doom
Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10 (regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
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Zeal
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Zeal
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Arcane Volcanist
Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
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Arcane Volcanist
Whenever you draw a Flux Card, apply the effects from the list below based on the number of the Flux Card. Effects have Duration: One Turn.
Card Number Effects applied to all models on the Battlefield
1, 5, 9, 13 Sulfurous Gas: All Terrain Features gain Dangerous Terrain.
2, 6, 10, 14 Ash Cloud: −1 to hit with Shooting Attacks.
3, 7, 11, 15 Obsidian Deposits: −1 to Casting Rolls.
4, 8, 12, 16 Ominous Rumbling: −1 Cou.
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Battleline Hero
The range of the model’s Commanding Presence is increased to 18″.
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Battleline Hero
The range of the model’s Commanding Presence is increased to 18″.
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Curse Of Lycanthropy
One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
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Curse Of Lycanthropy
One use only. You may activate this ability when Choosing Equipment and Abilities. Set the model part’s Att to 4, Str to 5, and AP to 3. The model part gains Fortitude (4+). The model cannot use any weapons while this ability is active. Duration: One Turn.
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Innovative Leader
An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
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Innovative Leader
An army with an Innovative Leader may use different Base Sizes than those
listed in the Unit Entries. Any Unit Entry using this option must have the new
base size noted on the Army List, and all models in the unit must have the same
Base Size. The new bases must:
• Be between 100% – 125% of the original width.
• Be between 100% – 150% of the original depth.
• Both width and depth must be divisible by 5 mm.
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Rune Of Anger
+1 Att.
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Rune Of Anger
+1 Att.
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Rune of Craftsmanship
The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.
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Rune of Craftsmanship
The weapon follows the rules for Great Weapon instead of the original weapon’s rules. This does not prevent the weapon from being engraved with additional Runic Weapon Enchantments.
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Rune of Denial
One use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.
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Rune of Denial
One use only. The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is automatically dispelled.
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Rune of Destruction
Multiple Wounds (D3).
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Rune of Destruction
Multiple Wounds (D3).
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Rune of Devouring
One use only.
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.
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Rune of Devouring
One use only.
The player may choose to use this Runic Artefact instead of performing a Dispelling Roll. The spell is cast as normal but the Caster may not cast it again for the rest of the game.
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Rune of Dragon's Breath
Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
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Rune of Dragon's Breath
Breath Attack (Str 4, AP 1, Flaming Attacks, Magical Attacks).
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Rune of Fire
When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.
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Rune of Fire
When Choosing Equipment and Abilities, may gain Flaming Attacks until the end of the phase.
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Rune of Grounding
One use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit
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Rune of Grounding
One use only. May be activated when Choosing Equipment and Abilities. All spells with Duration: One Turn that affect any of the following units come to an end:
• The bearer’s unit;
• Enemy units in contact with the bearer’s unit
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Rune of Harnessing
In the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.
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Rune of Harnessing
In the opponent’s Magic Phase, after Excess Magic, remove one Magic Dice from the opponent’s pool.
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Rune of Iron
+1 Arm
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Rune of Iron
+1 Arm
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Rune of Kinship
The bearer gains Ambush (Board Edge), Scout, and Vanguard.
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Rune of Kinship
The bearer gains Ambush (Board Edge), Scout, and Vanguard.
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Rune of Lightning
Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3.
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.
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Rune of Lightning
Grind Attack (D3 hits, Str 4, AP 1, Lightning Attacks).
A model with two or more instances of this enchantment increases the number of hits to 2D3.
Note that these hits are not affected by the effects of other Runic Weapon Enchantments.
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Rune of Mastery
One use only. A single Rune of Mastery may be activated immediately before the bearer attempts to cast a Bound Spell. The Casting Roll for this Bound Spell gains +1.
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Rune of Mastery
One use only. A single Rune of Mastery may be activated immediately before the bearer attempts to cast a Bound Spell. The Casting Roll for this Bound Spell gains +1.
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Rune of Might
+1 Str and +1 AP.
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Rune of Might
+1 Str and +1 AP.
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Rune of Mining
During Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.
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Rune of Mining
During Pre-game Selections, choose a Terrain Feature on the Battlefield. As long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Maneuvre (Reform, Advance or March Move), but must still follow the Unit Spacing rule at the end of their move.
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Rune of Penetration
+3 AP.
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Rune of Penetration
+3 AP.
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Rune of Precision
+1 to hit.
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Rune of Precision
+1 to hit.
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Rune of Quickening
+3 Agi.
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Rune of Quickening
+3 Agi.
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Rune of Readiness
One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer’s unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
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Rune of Readiness
One use only. May be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved. If the bearer’s unit was successfully Charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
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Rune of Resistance
Resistance
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Rune of Resistance
Resistance
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Rune of Retribution
When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.
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Rune of Retribution
When rolling a successful Aegis Save from Shield Wall, the model inflicts a hit with the same Str and AP as the attack that was saved onto the Health Pool of the model that caused the wound. This occurs before any casualties are removed. These hits do not benefit from Weapon Rules or Runic Weapon Enchantments.
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Rune of Returning
Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).
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Rune of Returning
Can be used as a Shooting Weapon with the following profile:
Aim Range Shots Str AP Attack Attributes
2+ 8″ 1 User User Accurate, Quick to Fire
The effects of other Runic Weapon Enchantments apply to Shooting Attacks made with this weapon (even if the effects are normally restricted to Melee Attacks).
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Rune of Shielding
Aegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.
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Rune of Shielding
Aegis (+1, max. 4+). The Aegis from this Runic Artefact can only stack with itself and Shield Wall.
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Rune of Smashing
Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.
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Rune of Smashing
Attacks allocated towards a model with Res 5 or more have their Str set to 10 and AP set to 10.
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Rune of Steel
Must reroll failed Armour Save rolls
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Rune of Steel
Must reroll failed Armour Save rolls
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Rune of Storms
One use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.
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Rune of Storms
One use only. May be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within 24″ of the bearer. Until the end of the Player Turn, Cha and Mob of all models with Fly in that unit are halved, rounding fractions up.
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Rune of the Courage
One use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.
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Rune of the Courage
One use only. May be activated when Choosing Equipment and Abilities. For the duration of the phase, the bearer gains Stubborn.
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Rune of the Forge
Aegis (3+, against Flaming Attacks).
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Rune of the Forge
Aegis (3+, against Flaming Attacks).
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Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
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Trusted Adviser
When determining the Secondary Objective, randomize two objectives instead of one, and choose which of the two objectives to play.
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PL | EN |
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Banner Of Recruitment
The bearer’s unit gains Exclusive and changes its Maximum Points Cost to max 800 points.
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Flaming Standard
The bearer’s unit gains Flaming Attacks (Melee & Shooting).
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Runic Standard of Dismay
Charge Range rolls against the bearer’s unit are Minimised.
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Runic Standard of Dismay
Charge Range rolls against the bearer’s unit are Minimised.
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Runic Standard of Shielding
The bearer’s unit gains Aegis (5+, against Ranged Attacks).
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Runic Standard of Shielding
The bearer’s unit gains Aegis (5+, against Ranged Attacks).
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Runic Standard of Steadiness
One use only. May be activated at the start of any Movement Phase. The bearer’s unit loses Unwieldy until the end of the Player Turn.
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Runic Standard of Steadiness
One use only. May be activated at the start of any Movement Phase. The bearer’s unit loses Unwieldy until the end of the Player Turn.
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Runic Standard of Swiftness
The bearer’s unit gains Vanguard.
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Runic Standard of Swiftness
The bearer’s unit gains Vanguard.
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Runic Standard of the Anvil
Failed Charge Range rolls by other friendly units must be rerolled when directed against enemy units already Engaged in Combat with the bearer’s unit.
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Runic Standard of the Anvil
Failed Charge Range rolls by other friendly units must be rerolled when directed against enemy units already Engaged in Combat with the bearer’s unit.
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Runic Standard of the Hold
A unit with one or more Runic Standard of the Hold are considered to have one additional Proper Rank for Steady, Steadfast, Surrounded, and Rank Bonus purposes.
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Runic Standard of the Hold
A unit with one or more Runic Standard of the Hold are considered to have one additional Proper Rank for Steady, Steadfast, Surrounded, and Rank Bonus purposes.
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Runic Standard of Wisdom
Select a single Battle Rune and note which one on the Army List. This Battle Rune can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
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Runic Standard of Wisdom
Select a single Battle Rune and note which one on the Army List. This Battle Rune can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Sheltering Standard
Attacks with AP 3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than 6+.
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Stalker’s Standard
The bearer’s unit gains Strider.
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Stalker’s Standard
The bearer’s unit gains Strider.
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