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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Wizard Adept
- Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
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Wizard Adept
- Knows 2 spells.
- Can select from the Learned Spells 1, 2, 3, and 4 of its chosen Path and the Hereditary Spell of its army.
The Wizard gains Channel (1) and selects its spells as described in Spell Selection.
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Aegis
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Aegis
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Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Tall
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Tall
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Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
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Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
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Wizard Apprentice
- Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
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Wizard Apprentice
- Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
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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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Light Armour
Armor +1
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Light Armour
Armor +1
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Heavy Armour
+2 Armor
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Heavy Armour
+2 Armor
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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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Throwing Weapons
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
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Throwing Weapons
Range 8″, Shots 2, FO Same as user, AP Same as user, Accurate, Quick to Fire
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Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
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Divine Attacks
Successful Aegis saves taken against the attack must be rerolled.
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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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Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's 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). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's 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). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Avrasi Formations
Universal Rule.
The model gains the following rules based on its unit’s Formation:
• Testudo: While the model’s unit is in Close Formation, the model gains +1 Armour against Shooting Attacks.
• Phalanx: While the model’s unit is in Line Formation, the model must reroll natural towound rolls of ‘1’ with its Close Combat Attacks.
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Avrasi Formations
Universal Rule.
The model gains the following rules based on its unit’s Formation:
• Testudo: While the model’s unit is in Close Formation, the model gains +1 Armour against Shooting Attacks.
• Phalanx: While the model’s unit is in Line Formation, the model must reroll natural towound rolls of ‘1’ with its Close Combat Attacks.
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Back to the Burrows
Universal Rule.
Once per game, at the end of the owner’s Movement Phase, the model’s unit may be removed from the Battlefield and placed in Tunnel Reserve. Before the unit is removed, it loses Scoring until it returns to the Battlefield. This can only be done if the model’s unit is not Engaged or Shaken and has 50 or fewer Health Points.
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Back to the Burrows
Universal Rule.
Once per game, at the end of the owner’s Movement Phase, the model’s unit may be removed from the Battlefield and placed in Tunnel Reserve. Before the unit is removed, it loses Scoring until it returns to the Battlefield. This can only be done if the model’s unit is not Engaged or Shaken and has 50 or fewer Health Points.
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Insignificant
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Insignificant
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Hard Target
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Hard Target
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Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
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Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
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Multiple Wounds
Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
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Multiple Wounds
Attacks & Weapons, Melee
Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle). For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a '5' for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.
If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.
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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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Borne into Battle
The model must be deployed in, and can only join, a unit that includes at least one model from one of the unit entries stated in brackets (X). The model can never voluntarily leave its unit.
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Borne into Battle
The model must be deployed in, and can only join, a unit that includes at least one model from one of the unit entries stated in brackets (X). The model can never voluntarily leave its unit.
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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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Flammable
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Flammable
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Callous
Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions:
• The enemy unit is Engaged only with friendly models that are of Standard Height and/or Infantry.
• Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight).
• Roll to hit as normal against the intended target. Each hit from attacks without Area Attack must then be randomised to determine which unit is hit by rolling a D6 for each hit. On a roll of 4+, unless specifically stated otherwise, the intended target is hit; otherwise, the friendly unit Engaged with the intended target is hit. If there is more than one friendly unit, randomise which one is hit.
• In case of Area Attacks, the initial hit is not randomised. Determine the number of hits caused by the Area Attack based on the attack’s initial target. Then randomise each hit as specified above.
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Callous
Health Point losses of the model that are caused by friendly models are ignored for Panic (including units destroyed due to attacks from friendly models). The model may use Shooting Attacks against enemy units Engaged in Combat, with the following rules and restrictions:
• The enemy unit is Engaged only with friendly models that are of Standard Height and/or Infantry.
• Friendly units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight).
• Roll to hit as normal against the intended target. Each hit from attacks without Area Attack must then be randomised to determine which unit is hit by rolling a D6 for each hit. On a roll of 4+, unless specifically stated otherwise, the intended target is hit; otherwise, the friendly unit Engaged with the intended target is hit. If there is more than one friendly unit, randomise which one is hit.
• In case of Area Attacks, the initial hit is not randomised. Determine the number of hits caused by the Area Attack based on the attack’s initial target. Then randomise each hit as specified above.
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Cannot be Stomped
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Cannot be Stomped
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Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
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Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
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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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Chain Lightning
Special Attack.
The model’s Grind Attacks are resolved as Lightning Attacks.
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Chain Lightning
Special Attack.
The model’s Grind Attacks are resolved as Lightning Attacks.
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Cohort Coordination
The model gains two instances of Fight in Extra Rank while its unit is Steadfast and does not suffer from Disrupted Ranks. Check if the conditions are met and apply the effects at the start of each Initiative Step.
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Cohort Coordination
The model gains two instances of Fight in Extra Rank while its unit is Steadfast and does not suffer from Disrupted Ranks. Check if the conditions are met and apply the effects at the start of each Initiative Step.
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Fight in Extra Rank
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Fight in Extra Rank
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Sicarran Smugglers
Universal Rule.
The unit may start the game in Tunnel Reserve. Ambush rolls of units consisting entirely of models with Sicarran Smugglers may be rerolled. This overrides the restriction of rules and abilities not working while their bearer is off the board.
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Sicarran Smugglers
Universal Rule.
The unit may start the game in Tunnel Reserve. Ambush rolls of units consisting entirely of models with Sicarran Smugglers may be rerolled. This overrides the restriction of rules and abilities not working while their bearer is off the board.
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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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Cult of Errahman
Whenever a Close Combat Attack allocated towards a model with Cult of Errahman rolls a natural ‘1’ to hit, the model part inflicts 1 hit with Toxic Attacks against the attacking model’s unit in the same Initiative Step, before any casualties are removed.
R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.
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Cult of Errahman
Whenever a Close Combat Attack allocated towards a model with Cult of Errahman rolls a natural ‘1’ to hit, the model part inflicts 1 hit with Toxic Attacks against the attacking model’s unit in the same Initiative Step, before any casualties are removed.
R&F models with Cult of Errahman cannot be joined by models without Cult of Errahman.
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Dark Doorways
Universal Rule.
The model cannot be deployed during the Deployment Phase. Instead, at the start of any Player Turn, the owner may choose a friendly unit of Vermin Velites, Vermin Legionaries, Blackfur Veterans, Shadowfur Stalkers, or Ignifier Grenadiers that is not Fleeing and that the model can join, and apply the following rules:
• Remove a R&F model from the chosen unit’s first rank as a casualty. You cannot remove the last R&F model from a unit.
• Deploy the Duskblade Assassin inside the unit in the position of the removed model.
• The Duskblade Assassin cannot voluntarily leave its unit during the Player Turn in which it was deployed.
• If the model is not deployed by the end of Game Turn 4, it counts as a casualty and cannot be deployed for the rest of the game.
• The model cannot be deployed in a Summoned unit
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Dark Doorways
Universal Rule.
The model cannot be deployed during the Deployment Phase. Instead, at the start of any Player Turn, the owner may choose a friendly unit of Vermin Velites, Vermin Legionaries, Blackfur Veterans, Shadowfur Stalkers, or Ignifier Grenadiers that is not Fleeing and that the model can join, and apply the following rules:
• Remove a R&F model from the chosen unit’s first rank as a casualty. You cannot remove the last R&F model from a unit.
• Deploy the Duskblade Assassin inside the unit in the position of the removed model.
• The Duskblade Assassin cannot voluntarily leave its unit during the Player Turn in which it was deployed.
• If the model is not deployed by the end of Game Turn 4, it counts as a casualty and cannot be deployed for the rest of the game.
• The model cannot be deployed in a Summoned unit
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Darkstone Generator
Shooting Weapon.
Range 12″, Shots D6, Lightning Attacks, March and Shoot, Mishap (Roll for number of Shots), Reload!. The attacks hit automatically.
[b]Trial and Terror:[/b] The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomised using the rules for Callous.
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Darkstone Generator
Shooting Weapon.
Range 12″, Shots D6, Lightning Attacks, March and Shoot, Mishap (Roll for number of Shots), Reload!. The attacks hit automatically.
[b]Trial and Terror:[/b] The weapon instead targets and automatically hits all units within 6″ (including units not inside the Front Arc/Line of Sight, and units Engaged in Combat) except the shooting unit itself (remember that models that are Engaged in Combat cannot perform Shooting Attacks). Roll once for the number of shots and apply this value to all targeted units, then roll for the Strength of the hits for each targeted unit individually.
These shots are not randomised using the rules for Callous.
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Deepfire Grenades
Shooting Weapon.
Range 8′′, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire.
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Deepfire Grenades
Shooting Weapon.
Range 8′′, Shots 2, Str 6, AP 2, Accurate, Flaming Attacks, Quick to Fire, Volley Fire.
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Underground Arrival
Universal Rule.
The model adds one Tunnel Marker to the army. In addition, the model may choose to start the game in Tunnel Reserve. Once per game, at the end of the owner’s Movement Phase, the model’s unit may be removed from the Battlefield and placed in the Tunnel Reserve. This cannot be done if the model is Engaged or Shaken.
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Underground Arrival
Universal Rule.
The model adds one Tunnel Marker to the army. In addition, the model may choose to start the game in Tunnel Reserve. Once per game, at the end of the owner’s Movement Phase, the model’s unit may be removed from the Battlefield and placed in the Tunnel Reserve. This cannot be done if the model is Engaged or Shaken.
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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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Disdain for Plebs
Universal Rule.
The model cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel.
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Disdain for Plebs
Universal Rule.
The model cannot be chosen by the opponent as the model that suffers the penalties for refusing a Duel.
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Quick to Fire
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Quick to Fire
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Earthbreaker Drill
Universal Rule.
The model can only perform its Grind Attacks against units Engaged with its Front Facing. The model gains +3 Armour against:
• Shooting Attacks from enemy models Located in the model’s Front Arc.
• Melee Attacks from units Engaged with the model’s Front Facing.
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Earthbreaker Drill
Universal Rule.
The model can only perform its Grind Attacks against units Engaged with its Front Facing. The model gains +3 Armour against:
• Shooting Attacks from enemy models Located in the model’s Front Arc.
• Melee Attacks from units Engaged with the model’s Front Facing.
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Endless Tide
Universal Rule.
Rat Swarms cannot declare any Charges and always count as Fleeing when Charged (i.e. they must Flee as a Charge Reaction if able to, are destroyed if Pursued into, etc.). They cannot benefit from Commanding Presence.
A Rat Swarms unit can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″ (it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit for each Health Point in the Rat Swarms unit with Strength 2 and Armour Penetration 1. If the enemy unit is Engaged in Combat, then randomise the hits as per the Callous rules.
If another unit (friend or foe) comes into base contact with a Rat Swarms unit, then that unit suffers hits as if. the Rat Swarms had performed a Sweeping Attack against it. The Rat Swarms unit is then removed as a casualty.
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Endless Tide
Universal Rule.
Rat Swarms cannot declare any Charges and always count as Fleeing when Charged (i.e. they must Flee as a Charge Reaction if able to, are destroyed if Pursued into, etc.). They cannot benefit from Commanding Presence.
A Rat Swarms unit can make a Sweeping Attack against a single unengaged enemy unit when passing within 1″ (it does not need to and cannot move through or over that unit). The enemy unit suffers 1 hit for each Health Point in the Rat Swarms unit with Strength 2 and Armour Penetration 1. If the enemy unit is Engaged in Combat, then randomise the hits as per the Callous rules.
If another unit (friend or foe) comes into base contact with a Rat Swarms unit, then that unit suffers hits as if. the Rat Swarms had performed a Sweeping Attack against it. The Rat Swarms unit is then removed as a casualty.
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Fear no Evil
Universal Rule.
While the model’s unit is Steadfast and does not suffer from Disrupted Ranks, it gains Unbreakable. In addition, while in the same unit as a Swarm Priest, the model gains Fearless.
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Fear no Evil
Universal Rule.
While the model’s unit is Steadfast and does not suffer from Disrupted Ranks, it gains Unbreakable. In addition, while in the same unit as a Swarm Priest, the model gains Fearless.
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Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
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Fortitude
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural 6+ to wound, or against attacks with Flaming Attacks
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Heavy Weapon
Attack Attribute – Shooting.
The model may not use its Shooting Weapon if the model performed a March Move in this Player Turn
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Heavy Weapon
Attack Attribute – Shooting.
The model may not use its Shooting Weapon if the model performed a March Move in this Player Turn
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Valorous Discretion
Single model units of Standard Height with Valorous Discretion treat all enemy units as units with Terror.
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Valorous Discretion
Single model units of Standard Height with Valorous Discretion treat all enemy units as units with Terror.
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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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Inanimate
Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
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Inanimate
Inanimate - Melee
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate).
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Not a Leader
The model cannot be the General.
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Not a Leader
The model cannot be the General.
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War Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
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War Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
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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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Life is Cheap
Each Health Point loss of models with Life is Cheap is only counted as half a Health Point loss for the purpose of Combat Score, rounding fractions up. This does not include Combat Score bonuses from Overkill.
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Life is Cheap
Each Health Point loss of models with Life is Cheap is only counted as half a Health Point loss for the purpose of Combat Score, rounding fractions up. This does not include Combat Score bonuses from Overkill.
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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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Supernal
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Supernal
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Unstable Engines
Universal Rule.
Units consisting entirely of models with Unstable Engines:
• Gain +D6′′ to their Charge Range rolls in the Charge Phase. Also add this D6 to the Failed Charge distance.
• Immediately after choosing to perform a March Move, gain +D6′′ March Rate.
Immediately before a model is removed as a casualty from the unit, the model inflicts D6 hits with Strength 4, Armour Penetration 0 and Flaming Attacks against all units (including the model’s unit) within 6′′ of the model.
Roll once for the number of hits inflicted against each unit. These hits are considered Special Attacks.
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Unstable Engines
Universal Rule.
Units consisting entirely of models with Unstable Engines:
• Gain +D6′′ to their Charge Range rolls in the Charge Phase. Also add this D6 to the Failed Charge distance.
• Immediately after choosing to perform a March Move, gain +D6′′ March Rate.
Immediately before a model is removed as a casualty from the unit, the model inflicts D6 hits with Strength 4, Armour Penetration 0 and Flaming Attacks against all units (including the model’s unit) within 6′′ of the model.
Roll once for the number of hits inflicted against each unit. These hits are considered Special Attacks.
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Pistol
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
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Pistol
Range 12" Shots 1 Strength 4 Armour Penetration 2 QuicktoFire
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Unlimited Power!
Universal Rule.
The model must be the General. While within range of the model’s Commanding Presence, other friendly units gain Unstable and cannot voluntarily choose Flee as a Charge Reaction.
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Unlimited Power!
Universal Rule.
The model must be the General. While within range of the model’s Commanding Presence, other friendly units gain Unstable and cannot voluntarily choose Flee as a Charge Reaction.
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Sic Semper Tyrannis
Universal Rule.
While the model’s unit is in base contact with one or more enemy Characters, the model gains +1 Attack Value for each other Duskblade Assassin in the same unit.
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Sic Semper Tyrannis
Universal Rule.
While the model’s unit is in base contact with one or more enemy Characters, the model gains +1 Attack Value for each other Duskblade Assassin in the same unit.
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The Die is Cast
Universal Rule.
The model gains +1 Discipline, up to a maximum of 8, while within 12″ of one or more enemy models.
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The Die is Cast
Universal Rule.
The model gains +1 Discipline, up to a maximum of 8, while within 12″ of one or more enemy models.
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Vox Populi
Universal Rule.
The range of the model’s Commanding Presence is set to 18″ when measured to units with one or more models with Eagle Standard.
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Vox Populi
Universal Rule.
The range of the model’s Commanding Presence is set to 18″ when measured to units with one or more models with Eagle Standard.
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PL | EN |
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Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
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Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
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Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
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Destiny's Call
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
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Rod of Battle
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.
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Rod of Battle
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.
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Rodentium Bullets
The weapon’s range is set to 18″. The weapon gains +2 Shots, +1 AP, Accurate, and Magical Attacks.
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Rodentium Bullets
The weapon’s range is set to 18″. The weapon gains +2 Shots, +1 AP, Accurate, and Magical Attacks.
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Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
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Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
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Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
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Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
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Binding Scroll
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.
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Binding Scroll
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.
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Blessed Inscriptions
Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
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Blessed Inscriptions
Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
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Book of Arcane Mastery
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.
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Book of Arcane Mastery
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.
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Ranger's Boots
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″.
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Ranger's Boots
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″.
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Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
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Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
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Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
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Shield Breaker
Attacks made with this enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
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Cowl of the Apostate
The model gains Holy Triumvirate (see Swarm Priest), and for the purpose of this rule, it counts as having both Caelysian Pantheon and Cult of Errahman.
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Cowl of the Apostate
The model gains Holy Triumvirate (see Swarm Priest), and for the purpose of this rule, it counts as having both Caelysian Pantheon and Cult of Errahman.
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Map of the Deeps
At the end of each friendly ShootingPhase, the bearer may move a single friendly Tunnel Marker within 24″ up to 6″ in any direction.
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Map of the Deeps
At the end of each friendly ShootingPhase, the bearer may move a single friendly Tunnel Marker within 24″ up to 6″ in any direction.
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Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
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Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
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Magical Heirloom
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.
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Magical Heirloom
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.
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Cleansing Light
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.
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Cleansing Light
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.
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Hero's Heart
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.
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Hero's Heart
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.
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Plague-Hermit’s Blessing
The wearer gains +1 Health Point and Fortitude (5+).
Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
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Plague-Hermit’s Blessing
The wearer gains +1 Health Point and Fortitude (5+).
Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
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Crown of the Wizard King
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).
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Crown of the Wizard King
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).
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Crown of Autocracy
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″.
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Crown of Autocracy
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″.
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Crown of Hubris
Immediately after Siphon the Veil, i.e. after converting Veil Tokens into Magic Dice, the bearer may choose to inflict D6 hits against its unit that wound automatically with no saves of any kind allowed. These hits are considered Special Attacks. If so, the owner gains additional Veil Tokens equal to half the number of lost Health Points, rounding fractions up.
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Crown of Hubris
Immediately after Siphon the Veil, i.e. after converting Veil Tokens into Magic Dice, the bearer may choose to inflict D6 hits against its unit that wound automatically with no saves of any kind allowed. These hits are considered Special Attacks. If so, the owner gains additional Veil Tokens equal to half the number of lost Health Points, rounding fractions up.
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Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
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Dusk Forged
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
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Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
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Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
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Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
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Supernatural Dexterity
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
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Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
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Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
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Essence of a Free Mind
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.
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Essence of a Free Mind
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.
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Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
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Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
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Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
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Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
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Storm Rocket
One use only. When this Artefactis used, it is a Shooting Weapon with Aim (2+) and the following profile: Range 24″, Shots 1, Str 5, AP 2, [b]AreaAttack (3×3)[/b], [b]Magical Attacks[/b]. On a natural to-hit roll of ‘1’, the wielder suffers 1 hit with [b]Lightning Attacks[/b].
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Storm Rocket
One use only. When this Artefactis used, it is a Shooting Weapon with Aim (2+) and the following profile: Range 24″, Shots 1, Str 5, AP 2, [b]AreaAttack (3×3)[/b], [b]Magical Attacks[/b]. On a natural to-hit roll of ‘1’, the wielder suffers 1 hit with [b]Lightning Attacks[/b].
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Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
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Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
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Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
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Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
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King Slayer
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.
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King Slayer
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.
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Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
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Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
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Tarina’s Lyre
Stomp Attacks made by enemyunits within 6″ of the bearer suffer a −2 to-wound modifier.
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Tarina’s Lyre
Stomp Attacks made by enemyunits within 6″ of the bearer suffer a −2 to-wound modifier.
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Swarm Master
Infantry models only
While using this weapon, the wielder gains[b]Grind Attacks (X)[/b], where X is the number of Full Ranks in the wielder’s unit, up to a maximum of 10. These Grind Attacks are resolved with Strength 3, Armour Penetration 1, and [b]Magical Attacks[/b].
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Swarm Master
Infantry models only
While using this weapon, the wielder gains[b]Grind Attacks (X)[/b], where X is the number of Full Ranks in the wielder’s unit, up to a maximum of 10. These Grind Attacks are resolved with Strength 3, Armour Penetration 1, and [b]Magical Attacks[/b].
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Obsidian Rock
The bearer gains Magic Resistance (2).
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Obsidian Rock
The bearer gains Magic Resistance (2).
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Orator’s Toga
The bearer gains [b]Stand Behind[/b] and cannotissue Duels.
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Orator’s Toga
The bearer gains [b]Stand Behind[/b] and cannotissue Duels.
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Orb of Ateus
Once per Shooting Phase, the bearer may discard 2 Veil Tokens from its owner’s Veil Token pool and nominate a unit within 6″that has not fired yet during this Shooting Phase. Weapons with Trial and Terror in this unit gain +1 to wound and Magical Attacks, and the number of hits from each Mishaps is increased by 3. The effects last until the end of the phase.
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Orb of Ateus
Once per Shooting Phase, the bearer may discard 2 Veil Tokens from its owner’s Veil Token pool and nominate a unit within 6″that has not fired yet during this Shooting Phase. Weapons with Trial and Terror in this unit gain +1 to wound and Magical Attacks, and the number of hits from each Mishaps is increased by 3. The effects last until the end of the phase.
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Potion of Strength
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.
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Potion of Strength
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.
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Potion of Swiftness
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.
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Potion of Swiftness
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.
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Sceptre of Power
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).
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Sceptre of Power
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).
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Secrets of the Doom Blade
While using this weapon,the wielder gains +1 Attack Value. Attacks made with this weapon gain [b]Multiple Wounds (D6)[/b], become[b]Divine Attacks[/b] and [b]Magical Attacks[/b], and their Strength and Armour Penetration are [b]set[/b] to 10. At the end of each friendly Movement Phase, if the wielder is not Engaged in Combat, it suffers 1 hit with [b]LightningAttacks[/b].
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Secrets of the Doom Blade
While using this weapon,the wielder gains +1 Attack Value. Attacks made with this weapon gain [b]Multiple Wounds (D6)[/b], become[b]Divine Attacks[/b] and [b]Magical Attacks[/b], and their Strength and Armour Penetration are [b]set[/b] to 10. At the end of each friendly Movement Phase, if the wielder is not Engaged in Combat, it suffers 1 hit with [b]LightningAttacks[/b].
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Talisman of Shielding
The bearer gains Aegis (5+).
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Talisman of Shielding
The bearer gains Aegis (5+).
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Talisman of the Void
The bearer gains Channel (1).
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Talisman of the Void
The bearer gains Channel (1).
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Touch of Greatness
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).
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Touch of Greatness
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).
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Tome of the Ratking
The bearer can cast The Awakened Swarm (Hereditary Spell) as a Bound Spell with Power Level (4/8).
At the end of each friendly Magic Phase, the bearer may discard up to 3 Veil Tokens. For each discarded Veil Token, Raise 3 Health Points in a friendly Rat Swarms unit. This can Raise Health Points above the unit’s starting size, up to a maximum of 27 Health Points.
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Tome of the Ratking
The bearer can cast The Awakened Swarm (Hereditary Spell) as a Bound Spell with Power Level (4/8).
At the end of each friendly Magic Phase, the bearer may discard up to 3 Veil Tokens. For each discarded Veil Token, Raise 3 Health Points in a friendly Rat Swarms unit. This can Raise Health Points above the unit’s starting size, up to a maximum of 27 Health Points.
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PL | EN |
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Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
|
Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
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Sacred Aquila
The bearer and R&F models in the bearer’s unit gain Battle Focus. Additionally, for each natural to-hit roll of ‘1’ with a Close Combat Attack made by the bearer’s unit, the bearer’s unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step. This is considered a Special Attack.
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Sacred Aquila
The bearer and R&F models in the bearer’s unit gain Battle Focus. Additionally, for each natural to-hit roll of ‘1’ with a Close Combat Attack made by the bearer’s unit, the bearer’s unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step. This is considered a Special Attack.
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Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
|
Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
|
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
|
Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
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Banner of the Last Storm
Cannot be taken by models that count towards Core.
Parts of Terrain Features (including Open Terrain) that are within 18″ of the bearer’s model are Dangerous Terrain (2) for models making a Flying Movement
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Banner of the Last Storm
Cannot be taken by models that count towards Core.
Parts of Terrain Features (including Open Terrain) that are within 18″ of the bearer’s model are Dangerous Terrain (2) for models making a Flying Movement
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Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
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Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
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Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
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Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
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Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
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Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
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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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Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
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Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
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Bell of the Deep Roads
The bearer’s unit may start the game in Tunnel Reserve. Ambush rolls of the bearer’s unit may be rerolled. This overrides the restriction of Special Items not working while their bearer is off the board.
If the unit passes an Ambush roll, all subsequent failed Ambush rolls for Tunnel Reserve during this Player Turn may be rerolled. Any unit that passes its Ambush roll due to this reroll must enter the Battlefield from the same Tunnel Marker as the bearer’s unit. If this is not possible, the unit cannot enter the Battlefield during this Player Turn. Roll again in the next friendly Player Turn.
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Bell of the Deep Roads
The bearer’s unit may start the game in Tunnel Reserve. Ambush rolls of the bearer’s unit may be rerolled. This overrides the restriction of Special Items not working while their bearer is off the board.
If the unit passes an Ambush roll, all subsequent failed Ambush rolls for Tunnel Reserve during this Player Turn may be rerolled. Any unit that passes its Ambush roll due to this reroll must enter the Battlefield from the same Tunnel Marker as the bearer’s unit. If this is not possible, the unit cannot enter the Battlefield during this Player Turn. Roll again in the next friendly Player Turn.
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