Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
The wearer gains +1 Armour and Fortitude (4+).
The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
The wearer’s Armour is set to 5 and can never be improved beyond this.
The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
The wearer gains +2 Armour against non-Magical Attacks.
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
The wearer gains +1 Armour and suffers −2 Offensive Skill.
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Der Träger erhält +1 Rüstung und +1 Lebenspunkt.
Während er den Schild benutzt, erhält der Träger Zermahlen (2), das immer mit Stärke 5 und Rüstungsdurchschlag 2 durchgeführt wird.
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
The bearer gains Magic Resistance (2).
The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
The bearer gains Aegis (5+).
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
The bearer gains Channel (1).
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Der Träger kann Heilendes Wasser (Druidism) als Gebundenen Zauber mit Energiestufe (4/8) wirken.
Der Träger erhält +4" Bewegungsrate, +4" Marschrate, und Schnelle Bewegung. Dieses Artefakt kann nicht von einem Modell mit Stiefel des Grenzläufers gewählt werden.
Der Träger wählt seine Zauber aus allen erlernten Zaubern seines gewählten Pfads und Funke der Schöpfung (Hereditary Spell). Dies setzt die normalen Zauberauswahlregeln für Zaubernovizen/-adepten und Essenz des freien Geistes außer Kraft. Dieses Artefakt kann nicht mit Herrscher über den Wandel kombiniert werden.
Das Modell des Trägers erhält Rettungswurf (2+, gegen Flammenattacken) und Schwieriges Ziel (1), und alle seine Zähigkeitswürfe misslingen automatisch.
Einmal pro Magiephase darf der Träger einen Magiewürfel wiederholen, der zum Wirken eines Zaubers verwendet wurde, solange der Spruch kein Zauberpatzer war. Die Fähigkeit kann nicht für Zauberversuche mit nur einem Magiewürfel verwendet werden.
Der Träger erhält Rettungswurf (2+, gegen Fernkampfattacken). Alle Schutzwürfe des Trägers gegen Nahkampfattacken misslingen automatisch.
Der Träger erhält Atemattacke (Str W3+2, RD 1, Magische Attacken).
Nur eine Anwendung. Kann in der gegnerischen Magiephase am Ende von Schritt 3 des Ablaufs der Magiephase (Abschöpfen des Schleiers) aktiviert werden. Wenn es aktiviert wird, entferne 1 Magiewürfel aus dem gegnerischen Magiewürfelvorrat.
Das Reittier des Trägers erhält Aufpralltreffer (W6). Falls es bereits Aufpralltreffer hatte, wird die Anzahl seiner Aufpralltreffer um W6 erhöht.
Attacks made with this weapon gain +3 Strength and become Magical Attacks.
Attacks made with this weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Flaming Attacks and Magical Attacks.
Attacken mit dieser Waffe erhalten +1 Stärke und Multiple Lebenspunktverluste (2) und werden zu magischen Attacken.
Diese Waffe hat Schüsse 4, Str 4, RD 1 und trifft immer auf 3+. Attacken mit dieser Waffe werden zu Flammenattacken und magischen Attacken. Eine Einheit, die von diesen Attacken getroffen wird, verliert leichte Deckung bis zum Ende des Spielerzugs (falls sie sie hatte). Wenn die gegnerische Einheit in harter Deckung war, wird sie bis zum Ende des Spielerzugs so behandelt, als ob sie in leichter Deckung wäre.