At the beginning of each friendly Player Turn, the owning player may choose to roll D6 or 2D6 and apply the effects from the table below. All affected units within the range (when rolling on the table) gain the bonuses from the table until the end of the next Player Turn.
1 No effect.
2-4 All friendly units within 12" of the Doom Bell gain Lightning Reflexes. Models that already had Lightning Reflexes gain +1 Attack instead.
5-6 All friendly units within 12" of the Doom Bell may reroll Charge Ranges, Pursuits, Overruns and Random Movement rolls.
7-8 All friendly units within 12" of the Doom Bell gain Frenzy. Models that already had Frenzy may reroll to-hit rolls while Engaged in Combat instead.
9-10 All friendly units within 12" of the Doom Bell gain Distracting and Hard Target.
11-12 When rolling for Magic Flux in the following friendly Magic Phase, roll an additional D6 and discard the lowest D6 rolled.
If a double is obtained when rolling for Sounding The Bell, all units in base contact with the Doom Bell suffer D6 Strength 4 hits with Armour Piercing (6).