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Ambush
Before Deployment, after choosing Deployment Zones, an army that includes units with the Ambush special rule must state which of your units with this special rule will use it (starting with the player that picked the Deployment Zone).
Deploy your army as usual, but without deploying any of the Ambushing units. Starting from Game Turn 2, roll a dice for each Ambushing unit at the start of each of your Remaining Moves subphases. After you have rolled for all Ambushing units, each unit that rolled 3+, now enters the Battlefield from any table edge. Place the arriving unit with all of its back rank touching the Board Edge. Ambushing models are free to move in the Remaining Moves subphase, except that they may not March Move, and they must end this Movement Phase no more than twice their Movement value from the Board Edge. If an Ambushing unit has not entered the board (due to failing all its 3+ rolls) before the game ends, the unit counts as destroyed. An Ambushing Character may choose to be deployed within an Ambushing unit that it would normally be allowed to join (declare this when declaring which units are Ambushing). In that case the player rolls once for the combined unit. Until arriving on the Battlefield, Ambushing units cannot do any actions at all, and all items, rules, abilities etc. do not work while not on the Battlefield.
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Ambush
Before Deployment, after choosing Deployment Zones, an army that includes units with the Ambush special rule must state which of your units with this special rule will use it (starting with the player that picked the Deployment Zone).
Deploy your army as usual, but without deploying any of the Ambushing units. Starting from Game Turn 2, roll a dice for each Ambushing unit at the start of each of your Remaining Moves subphases. After you have rolled for all Ambushing units, each unit that rolled 3+, now enters the Battlefield from any table edge. Place the arriving unit with all of its back rank touching the Board Edge. Ambushing models are free to move in the Remaining Moves subphase, except that they may not March Move, and they must end this Movement Phase no more than twice their Movement value from the Board Edge. If an Ambushing unit has not entered the board (due to failing all its 3+ rolls) before the game ends, the unit counts as destroyed. An Ambushing Character may choose to be deployed within an Ambushing unit that it would normally be allowed to join (declare this when declaring which units are Ambushing). In that case the player rolls once for the combined unit. Until arriving on the Battlefield, Ambushing units cannot do any actions at all, and all items, rules, abilities etc. do not work while not on the Battlefield.
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Zweihandwaffe
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Great Weapon
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Schwere Rüstung
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Heavy Armour
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Waffenpaar
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Paired Weapons
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Light Armour
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Light Armour
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Throwing Weapons
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Throwing Weapons
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Riesen-Attacken
Wenn ein Riese im Nahkampf Attacken durchführt, wähle, anstatt normal zu attackieren, eine feindliche Einheit in Basekontakt und würfle auf der unten stehenden Tabelle entsprechend der Truppen- gattung des Ziels.
Gegen Infanterie, Kriegsbestien, Schwärme, Kriegsmaschinen und Kavallerie:
1: Brüllen
2: Springen
3: Greifen
4-6: Schwinger
Gegen Monströse Bestien, Monströse Infanterie, Monströse Kavallerie, Streitwägen, Monster und Gerittene Monster:
1: Brüllen
2-3: Schlag
4-6: Niederschmettern
Brüllen: Weder der Riese noch die ausgewählte Einheit kann in dieser Nahkampfrunde irgendwelche Attacken durchführen. Attacken, die schon durchgeführt wurden oder gleichzeitig mit dieser Attacke stattfinden, sind nicht betroffen. Die Seite des Riesen gewinnt diesenNahkampf automatisch um 2. Wenn in einem Nahkampf zwei(oder mehr) verfeindete Riesen “Brüllen”, zählt der Nahkampf als Unentschieden.
Springen: Die ausgewählte Einheit erleidet W6 Treffer mit der Stärke des Riesen. Der Riese muss einen Testfür Gefährliches Gelände (1) ablegen.
Greifen: Wähle ein einzelnes Modell in Basekontakt mit dem Riesen. Diese Modell muss einen Stärke- und Kampfgeschick-Test ablegen. Für jeden misslungenen Test erhält das Modell einen Treffer mit der Stärke des Riesen und Multiple Lebenspunktverluste (W3).
Schwinger: Der Riese führt 2W6 Attacken gegen die Einheit aus.
Schlag: Wähle ein einzelnes Modell in der Einheit, das sich in Basekontakt mit dem Riesen befindet.Dieses Modell muss einen Initiative Test ablegen. Wenn dieser Test missglückt, erhält das Modell 2W6 Verwundungen mit Rüstungsbrechend (6).
Niederschmettern: Wähle ein einzelnes Modell in der Einheit, das sich in Basekontakt mit dem Riesen befindet. Das Modell erleidet 1 Verwundung mit Rüstungsbrechend (6). Wenn das Modell noch keine Attacken durchgeführt hat, kann es in dieser Runde nicht mehr angreifen. Wenn das Modell schon Attacken durchgeführt hat, kann es stattdessen in der nächsten Kampfrunde nicht angreifen.
- Anmerkung -
Riesen Attacken zählen als Nahkampfattacken und sind dementsprechend von allen Regeln betroffen, die Nahkampfattacken betreffen. Nach dem Würfeln auf der Tabelle kann der Riese immer noch Niedertrampeln.
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Giant Attacks
When a Beast Giant attacks in Close Combat, instead of attacking normally, choose an enemy unitin base contact with the Beast Giant to attack and roll on the chart below. The Beast Giant’s attack depends on the Troop Type of the target enemy unit.
Against Infantry, War Beast, Swarm, War Machine and Cavalry targets:
1: Bellow
2: Jump
3: Grab
4-6: Swing
Against Monstrous Beast, Monstrous Infantry, Monstrous Cavalry, Chariot, Monster and Ridden Monster targets:
1: Bellow
2-3: Thump
4-6: Smash
Bellow: Neither the Beast Giant nor the chosen unit can make any further Close Combat attacks this phase. Attacks already resolved (including attacks resolved simultaneously with this attack) are not affected. The Beast Giant's side automatically wins the combat by 2. If two (or more) opposing models with Giant Attacks “Bellow”, the combat is a draw.
Jump: The chosen unit suffers D6 hits using the Beast Giant's Strength. The Beast Giant musttake aDangerous Terrain (1) Test.
Grab: Select a single model in the chosen unit and in base contact with the Beast Giant. This model musttake a Strength Test and a Weapon Skill Test. For each failed test, the model suffers a hit with the Beast Giant's Strength and Multiple Wounds (D3).
Swing: The Beast Giant makes 2D6 normal Close Combat attacks against the chosen unit.
Thump: Select a single model in the chosen unit and in base contact with the Beast Giant. This model must take an Initiative Test. If the test is failed, the model suffers 2D6 wounds with Armour Piercing (6).
Smash: Select a single model in the chosen unit and in base contact with the Beast Giant. This model suffers 1wound with Armour Piercing (6). If no part of this model has yet attacked this phase, it cannot attack in this Round of Combat. If the model has already attacked, it cannot make attacks in the following Round of Combat.
- Notes -
Giant Attacks are treated as normal Close Combat attacks and are therefore affected by all rules normally affecting Close Combat attacks. After rolling on this chart, the Beast Giant may still Stomp as normal.
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Freezing Aura
The model can cast Chilling Howl from Shamanism as a Bound Spell (Power Level 3).
Enemy units suffer -3 Initiative for each Frost Mammoth within 6", to a minimum of 1.
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Freezing Aura
The model can cast Chilling Howl from Shamanism as a Bound Spell (Power Level 3).
Enemy units suffer -3 Initiative for each Frost Mammoth within 6", to a minimum of 1.
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Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would
normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on).
The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. 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 Vangarding units.
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Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would
normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on).
The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. 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 Vangarding units.
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Ogre Crossbow
Shooting Weapon. Range 30", Strength 2[5], Armour Piercing (1), Penetrating.
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Ogre Crossbow
Shooting Weapon. Range 30", Strength 2[5], Armour Piercing (1), Penetrating.
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Battle-Scarred
Each unit of Mercenary Veterans must be given two of the special rules listed below (written on the Army List)
- Poisoned Attacks
- Bodyguard
- Lethal Strike
- Swiftstride
- Vanguard
- Thunderous Charge
- Armour Piercing (1)
- Accurate
Each special rule may only be taken by a single unit of Mercenary Veterans in your army.
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Battle-Scarred
Each unit of Mercenary Veterans must be given two of the special rules listed below (written on the Army List)
- Poisoned Attacks
- Bodyguard
- Lethal Strike
- Swiftstride
- Vanguard
- Thunderous Charge
- Armour Piercing (1)
- Accurate
Each special rule may only be taken by a single unit of Mercenary Veterans in your army.
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Hand Cannon
Shooting weapon. Range 24", Strength 4, Multiple Shots (D6), Armour Piercing (1). Hand Cannons do not suffer from negative to-hit modifiers due to Moving and Shooting or Multiple Shots.
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Hand Cannon
Shooting weapon. Range 24", Strength 4, Multiple Shots (D6), Armour Piercing (1). Hand Cannons do not suffer from negative to-hit modifiers due to Moving and Shooting or Multiple Shots.
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Impact Hits (3D3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
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Impact Hits (3D3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
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Impact Hits (D3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
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Impact Hits (D3)
Impact Hits are Special Close Combat Attacks which can ( and must) only be made in the first Round of Combat after a model with this rule successfully charged into combat. Impact Hits are resolved at Initiative 10 and inflict a number of hits equal to the value stated within brackets (X) to a single enemy unit in base contact, which must be the charged enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
Strength for every Full Rank after the first in the unit, provided that those ranks are comprised entirely of models with the Impact Hits special rule. Due to being Special Attacks, Impact Hits do not benefit from weapon bonuses or special rules. I f a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same Combat Round (you may choose which). If the value within brackets is preceded by a ‘+’ sign, add the value to the already existing Impact Hits instead (if the model already had Impact Hits). If not, use the value directly.
In Chariots, only a Chariot itself can use this Special Attack. In the other multipart models only the mounts can use it.
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Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
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Stubborn
A unit with at least one model with this special rule ignores any Combat Score penalties to its Leadership when taking Break Tests or Combat Reform Leadership Tests.
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Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
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Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
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Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
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Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
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Do What You’re Told
All Slave Giants may reroll on the Giant Attacks table, but must accept the second result.
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Do What You’re Told
All Slave Giants may reroll on the Giant Attacks table, but must accept the second result.
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Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule 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 whole within a Forest, Ruin, Building, Field 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
Before deploying an army that includes units with Scout, you must state which of your units with this special rule 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 whole within a Forest, Ruin, Building, Field 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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Swiftstride
When a unit composed entirely of models with this special rule 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 dice.
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Swiftstride
When a unit composed entirely of models with this special rule 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 dice.
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Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
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Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
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Sons of the Avalanche
Models on foot with this special rule gain Impact Hits (1). Characters on foot with this special rule gain Impact Hits (D3). All models with Sons of the Avalanche are immune to the effects of Fear.
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Sons of the Avalanche
Models on foot with this special rule gain Impact Hits (1). Characters on foot with this special rule gain Impact Hits (D3). All models with Sons of the Avalanche are immune to the effects of Fear.
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Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not
declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one.
Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
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Frenzy
Model parts with Frenzy have +1 Attack and are Immune to Psychology. After all charges have been declared, each of your units with one or more models (or model parts) with Frenzy must take a Frenzy Test (Leadership Test) if it did not
declare a charge. If the test is failed, the unit must declare a charge against the closest viable enemy unit, if there is one.
Characters are never forced to charge out of units. Units with one or more model parts with Frenzy must always pursue and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it immediately loses this special rule.
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Hatred
Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
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Hatred
Model parts with this special rule may reroll failed to hit rolls during the first Round of Combat. Sometimes this rule may only work against certain enemies, which are then stated in brackets. For example, “Hatred (Army Book: Empire of Sonnstahl)” means that Hatred only applies when attacking models from the Empire of Sonnstahl Army Book.
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Hunting Spear
Shooting Weapon. Range 12", User Strength +1, Quick to Fire, Multiple Wounds (D3, Monsters, Ridden Monsters).
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Hunting Spear
Shooting Weapon. Range 12", User Strength +1, Quick to Fire, Multiple Wounds (D3, Monsters, Ridden Monsters).
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Immune to Psycology
If more than half of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
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Immune to Psycology
If more than half of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot declare a Flee reaction (unless already fleeing). Models that are Immune to Psychology are also immune to the effects of Fear.
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Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
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Insignificant
Units consisting entirely of models with this special rule do not cause Panic Tests on friendly units without this special rule. Only Insignificant Characters can join units with Insignificant R&F models.
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Unbreakable
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable
Characters.
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Unbreakable
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable
Characters.
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It’s A Trap!
Any Forests, Fields or Ruins Terrain Feature becomesDangerous Terrain (1)for the remainder of the game if at the time of deployment or at the end of any movement phase a non-fleeing unit of Scrapling Trappers is in contact with it. Models that normally treat these Features as Dangerous Terrain (1) treat them as Dangerous Terrain (2) instead. Scrapling Trappers do not test for Dangerous Terrain when moving in or out of a modified Feature.
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It’s A Trap!
Any Forests, Fields or Ruins Terrain Feature becomesDangerous Terrain (1)for the remainder of the game if at the time of deployment or at the end of any movement phase a non-fleeing unit of Scrapling Trappers is in contact with it. Models that normally treat these Features as Dangerous Terrain (1) treat them as Dangerous Terrain (2) instead. Scrapling Trappers do not test for Dangerous Terrain when moving in or out of a modified Feature.
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Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), 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 the Light Troops special rule, 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 it remains with the unit .
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Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), 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 the Light Troops special rule, 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 it remains with the unit .
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Loner
Mammoth Hunters on foot may only join units of Yetis and Sabretooth Tigers, and only as long as no other characters form part of the unit already. Other Characters cannot join Yetis and Sabretooth Tigers with a Mammoth Hunter joined to it.
Mounted Mammoth Hunters may not join any units at all
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Loner
Mammoth Hunters on foot may only join units of Yetis and Sabretooth Tigers, and only as long as no other characters form part of the unit already. Other Characters cannot join Yetis and Sabretooth Tigers with a Mammoth Hunter joined to it.
Mounted Mammoth Hunters may not join any units at all
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Schutz des Reittieres (5+)
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Mount’s Protection (5+)
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Schutz des Reittieres (6+)
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Mount’s Protection (6+)
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Not a Leader
Models with this rule can never be the General.
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Not a Leader
Models with this rule can never be the General.
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Stone Skin
If a model with this special rule suffers a wound with the Multiple Wounds special rule, the number of wounds suffered is halved, rounded up.
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Stone Skin
If a model with this special rule suffers a wound with the Multiple Wounds special rule, the number of wounds suffered is halved, rounded up.
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Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
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Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
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Regeneration (5+)
5+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
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Regeneration (5+)
5+ save, taken after failed armour saves. Cannot be combined with Ward Save (if a model has both, it must chose which one to use), taken against Flaming Attacks or Killing Blows that rolled a '6' to wound.
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Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
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Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
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Touch of Frost
Enemy units suffer -1 Initiative (to a minimum of 1) for each unit of Yetis in base contact with them.
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Touch of Frost
Enemy units suffer -1 Initiative (to a minimum of 1) for each unit of Yetis in base contact with them.
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Wizard Apprentice with 1 learned spell
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Wizard Apprentice with 1 learned spell
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Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
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Ring of Fire
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
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Armour of Destiny
Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
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Armour of Destiny
Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
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Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
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Armour of Fortune
Type: Heavy Armour. The wearer gains a Ward Save (5+)
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Aurochs Charm
The bearer of this item gains the Stone Skin special rule.
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Aurochs Charm
The bearer of this item gains the Stone Skin special rule.
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Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
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Axe of Battle
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
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Axe-Breaker Gauntlet
Type: Iron Fist. If the wielder scores one or more hits in a single Round of Combat using this weapon against an enemy model with a Magical Weapon, roll a D6 before rolling to wound: On a roll of 3+, all Magical Weapons wielded by this enemy model are reverted to its mundane type for the rest of the game.
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Axe-Breaker Gauntlet
Type: Iron Fist. If the wielder scores one or more hits in a single Round of Combat using this weapon against an enemy model with a Magical Weapon, roll a D6 before rolling to wound: On a roll of 3+, all Magical Weapons wielded by this enemy model are reverted to its mundane type for the rest of the game.
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Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
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Wand of Stability
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
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Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
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Beast-Bane Halberd
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
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Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
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Blessed Sword
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
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Blind Eye of Nyanggai
One use only. Activate during the opponent’s Magic Phase, after rolling for Magic Flux and Channeling. The bearer’s unit (and all models in it) cannot be targeted by the opponent’s non-aura spells during this phase.
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Blind Eye of Nyanggai
One use only. Activate during the opponent’s Magic Phase, after rolling for Magic Flux and Channeling. The bearer’s unit (and all models in it) cannot be targeted by the opponent’s non-aura spells during this phase.
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Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
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Bluffer's Helm
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
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Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
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Book of Arcane Power
The bearer gains a +1 casting modifier to casting and dispel rolls.
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Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
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Hardened Shield
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
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Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
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Lucky Shield
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
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Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
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Bronze Breastplate
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
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Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
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Dragon Mantle
Type: None. The wearer gains Innate Defence (5+).
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Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
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Wizard’s Hood
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
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Heart-Ripper
Type: Iron Fist. Attacks made with this weapon will always hit on a 3+ or better in Close Combat regardless of any negative to-hit modifiers or Parry, and gain Lethal Strike and Armour Piercing (1).
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Heart-Ripper
Type: Iron Fist. Attacks made with this weapon will always hit on a 3+ or better in Close Combat regardless of any negative to-hit modifiers or Parry, and gain Lethal Strike and Armour Piercing (1).
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Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
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Charm of Cursed Iron
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
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Lucky Charm
One use only. May be activated when the bearer's model fails an Armour Save. That 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. That failed Armour Save may be rerolled.
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Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
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Crown of Autocracy
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
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Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
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Mithril Mail
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
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Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
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Crown of Scorn
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
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Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
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Glittering Cuirass
Type: Heavy Armour. The wearer gains Distracting.
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Daemon Heart
One use only. Activate during the opponent’s Magic Phase, after rolling for Magic Flux and Channeling.
During this phase, all enemy Wizards within 24" of the bearer will suffer a Miscast on successful Casting rolls that include any double. This Miscast is resolved as if 1 more Magic Dice were used. Only double ‘6’ counts as an Overwhelming Power, and no more than one Miscast can be suffered per roll. Bound Spells are not affected.
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Daemon Heart
One use only. Activate during the opponent’s Magic Phase, after rolling for Magic Flux and Channeling.
During this phase, all enemy Wizards within 24" of the bearer will suffer a Miscast on successful Casting rolls that include any double. This Miscast is resolved as if 1 more Magic Dice were used. Only double ‘6’ counts as an Overwhelming Power, and no more than one Miscast can be suffered per roll. Bound Spells are not affected.
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Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
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Dispel Scroll
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
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Divine Icon
The bearer's model gains Divine Attacks.
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Divine Icon
The bearer's model gains Divine Attacks.
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Dragonfire Gem
The bearer gains Fireborn.
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Dragonfire Gem
The bearer gains Fireborn.
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Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
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Dragonscale Helm
Type: None (6+ Armour Save). The wearer gains Fireborn.
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Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
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Dusk Stone
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
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Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
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Obsidian Sword
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
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Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
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Sword of Strength
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
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Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
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Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
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Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
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Hero's Sword
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
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Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
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Ogre Sword
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
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Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
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Fencer's Swords
Type: Paired Weapons. The wielder has Weapon Skill 10.
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Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
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Essence of a Free Mind
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
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Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
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Flaming Lance
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
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Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
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Fleshrender
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
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Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
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Gem of Fortune
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
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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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Obsidian Nullstone
The bearer gains Magic Resistance (3).
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Obsidian Nullstone
The bearer gains Magic Resistance (3).
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Jack's Pickaxe
cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
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Jack's Pickaxe
cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
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Khagadai’s Maul
Type: Great Weapon. Attacks made with this weapon gain Multiple Wounds (D3).
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Khagadai’s Maul
Type: Great Weapon. Attacks made with this weapon gain Multiple Wounds (D3).
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King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
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King Slayer
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
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Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
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Razor Blade
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
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Mammoth-Hide Cloak
Models on foot only.
Type: None (6+ Armour Save). If the wearer is hit by an attack with a Strength value of 6 or more, the Strength of the attack is reduced to 5.
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Mammoth-Hide Cloak
Models on foot only.
Type: None (6+ Armour Save). If the wearer is hit by an attack with a Strength value of 6 or more, the Strength of the attack is reduced to 5.
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Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
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Shielding Scroll
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
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Yeti Furs
Type: None (6+ Armour Save). Enemy units in base contact with the wearer suffer -1 Initiative, to a minimum of 1.
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Yeti Furs
Type: None (6+ Armour Save). Enemy units in base contact with the wearer suffer -1 Initiative, to a minimum of 1.
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Sprout of Rebirth
The bearer gains a Regeneration (4+).
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Sprout of Rebirth
The bearer gains a Regeneration (4+).
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Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
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Potion of Strength
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
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Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
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Potion of Swiftness
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
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Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
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Sceptre of Power
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
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Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
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Skull Splitter
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
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Talisman of Shielding
The bearer gains a Ward Save (6+).
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Talisman of Shielding
The bearer gains a Ward Save (6+).
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Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
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Talisman of Greater Shielding
The bearer gains a Ward Save (5+).
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Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
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Talisman of Supreme Shielding
The bearer gains a Ward Save (4+).
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Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
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Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
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Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
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Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
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Banner of Speed
The bearer's unit gains +1 Movement.
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Banner of Speed
The bearer's unit gains +1 Movement.
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Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
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Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
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Skull of Qenghet
Models in the bearer’s unit cause Fear and automatically pass Terror Tests.
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Skull of Qenghet
Models in the bearer’s unit cause Fear and automatically pass Terror Tests.
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Dragonskin Banner
Models in the bearer’s unit may reroll to-hit, to-wound, and Armour Save rolls of ‘1’ in the first Round of Combat (including Special Attacks).
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Dragonskin Banner
Models in the bearer’s unit may reroll to-hit, to-wound, and Armour Save rolls of ‘1’ in the first Round of Combat (including Special Attacks).
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War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
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War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
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Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
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Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
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Flaming Standard
The bearer's unit automatically passes all Panic Tests.
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Flaming Standard
The bearer's unit automatically passes all Panic Tests.
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Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
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Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
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Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
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Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
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