Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Attacks made with this enchanted weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
At the start of each Round of Combat, the wielder may choose to have attacks made with this enchanted weapon become Flaming Attacks and Magical Attacks.
Attacks made with thisweapon gain Multiple Wounds (D6), become Divine Attacks and Magical Attacks, and theirStrength and Armour Penetration are set to 10. At the end of each friendly Player Turn, the wielder suffers 1hit with Toxic Attacks, which counts as a Melee Attack.
The wielder always has Attack Value 3D6 while using this weapon.Attacks made with this weapon always have Strength 3, always have Armour Penetration 1, and becomeMagical Attacks.
The weapon gains +1 Shots. Shooting Attacks madewith this weapon with a natural to-wound roll of ‘6’ gain Multiple Wounds (D3).
The wearer gains +1 Armour and Fortitude (4+).
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
The wearer’s Armour is set to 5 and can never be improved beyond this.
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
The wearer gains +2 Armour against non-Magical Attacks.
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
The wearer gains +1 Armour and suffers −2 Offensive Skill.
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
The wearer gains +2 Armour. For each successful Armour Save made by thewearer against Melee Attacks, the wearer immediately inflicts 1 hit with Toxic Attacks against the model that causedthe wound, before any casualties are removed, distributed onto the model’s Health Pool. This is considered a SpecialAttack.
While using this Shield, the bearer gains Distracting. At the endof step 2 of the Round of Combat Sequence (immediately after Choose Weapons), nominate one enemy model part inbase contact with the user of the Shield. For the duration of this Round of Combat, the nominated model part suffers−1 Attack Value.
The owner’s army gains a +1 modifier for theroll for determining who chooses the Deployment Zone. Immediately after Deployment Zones are chosen, nominatea Terrain Feature with its centre in your half of the Battlefield. Unless that Terrain Feature is Impassable Terrain orOpen Terrain, it becomes Dangerous Terrain (2).
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).
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
The bearer gains Magic Resistance (2).
The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned 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.
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
The bearer gains Aegis (5+).
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
The bearer gains Channel (1).
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
At the start of each friendly Shooting Phase,you may choose a Weapon Team within 3″ of the bearer. For the duration of the phase, Shooting Attacks made bythis Weapon Team gain +1 to hit.
When the bearer casts a spell of type Damage for which dice are usedto determine the number of hits the spell inflicts, you may choose to reroll those dice. If so, all dice must be rerolled.
When the army’sGeneral is removed as a casualty, the bearer gains Commanding Presence.
The bearer gains Tiny (see Rat Swarmsunit), and its March Rate is set to 20″.
The bearer gains Stand Behind.
Whenever a friendly unit within 24″ of the bearer inflicts one or more hits in afriendly Magic or Shooting Phase, the owner may discard Veil Tokens from their Veil Token pool before rolling towound. For every discarded Veil Token, one of the hits gains +1 to wound. If there are more hits than discarded VeilTokens, declare which hits gain the modifier before rolling any dice. Each hit can only be affected once.