Correspondence of translations with another language
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“Hold The Line!”
To command an army of the Empire, one must be a proven veteran, worthy of respect. The grim determination and dedication to duty of such an individual is both an inspiration and an example to the soldiers they command.
This character and any unit they have joined automatically passes any Panic tests they are required to make.
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“Hold The Line!”
To command an army of the Empire, one must be a proven veteran, worthy of respect. The grim determination and dedication to duty of such an individual is both an inspiration and an example to the soldiers they command.
This character and any unit they have joined automatically passes any Panic tests they are required to make.
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Paura
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Fear
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Crossbow
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Crossbow
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Warbow
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Warbow
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Grande Arma
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Great Weapon
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Arma a Una Mano
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Hand Weapon
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Armatura Leggera
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Light armour
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Armatura Pesante
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Heavy armour
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Mixed Weapons
counts as two hand weapons and throwing weapons
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Mixed Weapons
counts as two hand weapons and throwing weapons
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Full plate armour
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Full plate armour
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Repeater Handgun
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Repeater Handgun
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Attacchi Magici
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Magical Attacks
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Attacchi di Calpestamento
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Stomp Attacks
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Colpi d'Impatto
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Impact Hits
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Avanguardia
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Vanguard
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Warband
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Warband
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Barding
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Barding
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Helstorm Rocket Battery
R S AP Special Rules
Helstorm Rocket Battery 12-48" 3 -1 Cumbersome, Helstorm, Move or Shoot
Notes: This weapon uses a number of 3" blast templates and the Black Powder Misfire table.
Helstorm Rocket Battery Special Rules
Helstorm: A Helstorm Rocket Battery launches a barrage of rockets high into the sky, passing over intervening regiments and even terrain. When shooting with this weapon, work your way through the following steps:
1. Choose Target: No line of sight is required for this weapon. Instead, choose an enemy unit that is between its minimum and maximum range to be the target and place D3 blast templates so that the central hole of each is over that unit.
2. Scatter: Once each template has been placed, it will scatter. Roll an Artillery dice and a Scatter dice for each template in turn:
• If a ‘Misfire’ is rolled on the Artillery dice, the rocket has failed to launch. Once all shots from this weapon have been resolved, roll once on the appropriate Misfire table for each Misfire rolled.
• If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the scatter and move the template a number of inches equal to the roll of the Artillery dice minus the crew’s Ballistic Skill characteristic (to a minimum of zero).
• If an arrow is rolled on the Scatter dice, move the template a number of inches equal to the roll of the Artillery dice in the direction the arrow points.
3. Damage: Any model whose base lies underneath a template risks being hit by this weapon.
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Helstorm Rocket Battery
R S AP Special Rules
Helstorm Rocket Battery 12-48" 3 -1 Cumbersome, Helstorm, Move or Shoot
Notes: This weapon uses a number of 3" blast templates and the Black Powder Misfire table.
Helstorm Rocket Battery Special Rules
Helstorm: A Helstorm Rocket Battery launches a barrage of rockets high into the sky, passing over intervening regiments and even terrain. When shooting with this weapon, work your way through the following steps:
1. Choose Target: No line of sight is required for this weapon. Instead, choose an enemy unit that is between its minimum and maximum range to be the target and place D3 blast templates so that the central hole of each is over that unit.
2. Scatter: Once each template has been placed, it will scatter. Roll an Artillery dice and a Scatter dice for each template in turn:
• If a ‘Misfire’ is rolled on the Artillery dice, the rocket has failed to launch. Once all shots from this weapon have been resolved, roll once on the appropriate Misfire table for each Misfire rolled.
• If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the scatter and move the template a number of inches equal to the roll of the Artillery dice minus the crew’s Ballistic Skill characteristic (to a minimum of zero).
• If an arrow is rolled on the Scatter dice, move the template a number of inches equal to the roll of the Artillery dice in the direction the arrow points.
3. Damage: Any model whose base lies underneath a template risks being hit by this weapon.
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Drilled
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Drilled
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Scudo
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Shield
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Brace of pistol
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Brace of pistol
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Helblaster Volley Gun
R S AP Special Rules
Helblaster Volley Gun 24" 5 -1 Armour Bane (2), Cumbersome, Helblaster, Move or Shoot
Notes: This weapon uses the Black Powder Misfire table.
Helblaster Volley Gun Special Rules
Helblaster: When shooting a Helblaster Volley Gun, roll three Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of all three Artillery dice:
• If a Misfire is rolled on one of the Artillery dice, all shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier.
• If a Misfire is rolled on two of the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what.
• If a Misfire is rolled on all three of the Artillery dice, all of the barrels fire simultaneously, with devastating effect. The Helblaster Volley Gun fires 30 shots, but is destroyed and immediately removed from play. All shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier.
After determining the number of shots, roll To Hit for each as normal, using the crew’s Ballistic Skill and applying all appropriate modifiers.
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Helblaster Volley Gun
R S AP Special Rules
Helblaster Volley Gun 24" 5 -1 Armour Bane (2), Cumbersome, Helblaster, Move or Shoot
Notes: This weapon uses the Black Powder Misfire table.
Helblaster Volley Gun Special Rules
Helblaster: When shooting a Helblaster Volley Gun, roll three Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of all three Artillery dice:
• If a Misfire is rolled on one of the Artillery dice, all shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier.
• If a Misfire is rolled on two of the Artillery dice, no shots are fired and a critical fault has occurred. Roll immediately on the appropriate Misfire table to determine exactly what.
• If a Misfire is rolled on all three of the Artillery dice, all of the barrels fire simultaneously, with devastating effect. The Helblaster Volley Gun fires 30 shots, but is destroyed and immediately removed from play. All shots fired from the Helblaster Volley Gun this turn suffer an additional -1 To Hit modifier.
After determining the number of shots, roll To Hit for each as normal, using the crew’s Ballistic Skill and applying all appropriate modifiers.
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Steam Cannon
Steam Tanks are armed with a steam-powered cannon that can send a spinning ball of iron whirling into the foe’s ranks with all the power of a traditional black powder cannon.
R S AP Special Rules
Steam cannon 24" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Notes: This weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Steam Cannon
Steam Tanks are armed with a steam-powered cannon that can send a spinning ball of iron whirling into the foe’s ranks with all the power of a traditional black powder cannon.
R S AP Special Rules
Steam cannon 24" 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)
Notes: This weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table).
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Fast Cavalry
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Fast Cavalry
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Inner Circle
Knights of the Inner Circle are counted amongst the best warriors of the Empire, and when they go to war it is only to fight the most diabolical enemies. The presence on the battlefield of even a single regiment of Inner Circle knights is worth many times their number.
When engaged in combat, a model with this special rule (but not its mount) may re-roll any rolls To Hit of a natural 1.
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Inner Circle
Knights of the Inner Circle are counted amongst the best warriors of the Empire, and when they go to war it is only to fight the most diabolical enemies. The presence on the battlefield of even a single regiment of Inner Circle knights is worth many times their number.
When engaged in combat, a model with this special rule (but not its mount) may re-roll any rolls To Hit of a natural 1.
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Close Order
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Close Order
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Clouds Of Soot & Smoke
Imperial guns produce prodigious clouds of smoke, concealing Engineers from enemy fire.
This model is considered to be behind full cover whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
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Clouds Of Soot & Smoke
Imperial guns produce prodigious clouds of smoke, concealing Engineers from enemy fire.
This model is considered to be behind full cover whilst it is within 3" of a friendly unit whose troop type is ‘war machine’.
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Levies
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Levies
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Counter Charge
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Counter Charge
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Steam Gun
Steam Tanks are also fitted with a turret-mounted steam gun as standard. Connected to the boiler, this weapon can engulf nearby enemies in great gouts of scalding steam.
R S AP Special Rules
Steam gun N/A 2 N/A Breath Weapon
Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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Steam Gun
Steam Tanks are also fitted with a turret-mounted steam gun as standard. Connected to the boiler, this weapon can engulf nearby enemies in great gouts of scalding steam.
R S AP Special Rules
Steam gun N/A 2 N/A Breath Weapon
Notes: No armour save is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal).
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Killing Blow
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Killing Blow
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Rallying Cry
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Rallying Cry
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Detachment
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Detachment
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Determinato
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Stubborn
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Terrore
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Terror
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Falcata Rapida
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Swiftstride
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Fanatical Zeal
Flagellant warbands are viewed with a mixture of fear and disdain by more level-headed soldiers.
As a result, few are willing to fight amongst their ranks.
A unit with this special rule can be joined by a Lector of Sigmar or a Priest of Sigmar.
However, these are the only characters that can join this unit. A Lector of Sigmar or Priest of Sigmar that joins a unit of Flagellants is considered to have the Unbreakable special rule for as long as they remain with the unit.
Note that a unit with the Unbreakable special rule cannot normally be joined by a character without it. This rule provides an exception that represents the fanaticism of Sigmar’s priesthood.
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Fanatical Zeal
Flagellant warbands are viewed with a mixture of fear and disdain by more level-headed soldiers.
As a result, few are willing to fight amongst their ranks.
A unit with this special rule can be joined by a Lector of Sigmar or a Priest of Sigmar.
However, these are the only characters that can join this unit. A Lector of Sigmar or Priest of Sigmar that joins a unit of Flagellants is considered to have the Unbreakable special rule for as long as they remain with the unit.
Note that a unit with the Unbreakable special rule cannot normally be joined by a character without it. This rule provides an exception that represents the fanaticism of Sigmar’s priesthood.
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Feel No Pain
Driven into a frenzied euphoria by their hymns and prayers, and goaded to battle by the bite of their flails, Flagellants appear almost immune to the weapons of the enemy.
A model with this special rule has:
• A 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
• A 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack with a Strength 5 or higher.
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Feel No Pain
Driven into a frenzied euphoria by their hymns and prayers, and goaded to battle by the bite of their flails, Flagellants appear almost immune to the weapons of the enemy.
A model with this special rule has:
• A 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
• A 5+ Ward save against any wounds suffered that were caused by a non-magical enemy attack with a Strength 5 or higher.
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Holy Fervour
The presence of the War Altar of Sigmar fills those that march beside it with courage and a grim resolve to overcome their fears in defence of the Empire.
Unless this unit is fleeing, friendly units within 6" of it automatically pass any Fear tests they are required to make and can re-roll any failed Panic tests.
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Holy Fervour
The presence of the War Altar of Sigmar fills those that march beside it with courage and a grim resolve to overcome their fears in defence of the Empire.
Unless this unit is fleeing, friendly units within 6" of it automatically pass any Fear tests they are required to make and can re-roll any failed Panic tests.
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Fire & Flee
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Fire & Flee
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First Charge
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First Charge
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flail
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flail
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Witch Bane
The Golden Griffon is a sacred relic of the Cult of Sigmar and a powerful reminder to all witches and warlocks of how the Heldenhammer once cast their wickedness from his lands.
All Wizards within this model’s Command range (friend or foe) suffer a -2 modifier to their Casting rolls.
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Witch Bane
The Golden Griffon is a sacred relic of the Cult of Sigmar and a powerful reminder to all witches and warlocks of how the Heldenhammer once cast their wickedness from his lands.
All Wizards within this model’s Command range (friend or foe) suffer a -2 modifier to their Casting rolls.
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Volo
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Fly
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Furious Charge
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Furious Charge
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Great cannon
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Great cannon
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Large Target
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Large Target
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Wicked Claws
R S AP Special Rules
Wicked claws Combat S -2 -
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Griffonic pelt
counts as a heavy armour
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Griffonic pelt
counts as a heavy armour
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Grinding Wheels
The armoured bulk of a Steam Tank weighs many tonnes, and any enemies unfortunate enough to fall beneath its metal-bound wheels are crushed to a paste.
Stomp Attacks made by a Steam Tank have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Steam Tank’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
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Grinding Wheels
The armoured bulk of a Steam Tank weighs many tonnes, and any enemies unfortunate enough to fall beneath its metal-bound wheels are crushed to a paste.
Stomp Attacks made by a Steam Tank have an Armour Piercing characteristic of -2.
However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Steam Tank’s wheels.
In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.
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Serrated maw
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Serrated maw
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Odio
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Hatred
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Horde
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Horde
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Immune To Psychology
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Immune To Psychology
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Impetuous
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Impetuous
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Irriducibile
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Unbreakable
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Iron-shod Hooves
counts as a hand weapon
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Iron-shod Hooves
counts as a hand weapon
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Resistenza alla Magia
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Magic Resistance
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Master Of Battle
The masters of the Knightly Order are bold and ferocious warriors, fearless in the face of even the most terrifying enemies.
If this model joins a unit of Empire Knights, Inner Circle Knights or Demigryph Knights, that unit will gain the Immune to Psychology special rule. Should this model leave a unit it has joined for any reason, that unit loses this special rule.
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Master Of Battle
The masters of the Knightly Order are bold and ferocious warriors, fearless in the face of even the most terrifying enemies.
If this model joins a unit of Empire Knights, Inner Circle Knights or Demigryph Knights, that unit will gain the Immune to Psychology special rule. Should this model leave a unit it has joined for any reason, that unit loses this special rule.
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Master Of Ballistics
Learned veterans of the Empire’s colleges, Engineers quickly assess the preparation of their war machines and guide their crews towards greater accuracy.
Unless this model is fleeing or engaged in combat, once per turn a friendly Empire war machine that is within its Command range can either use this model’s Ballistic Skill characteristic, or re-roll a single Artillery dice.
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Master Of Ballistics
Learned veterans of the Empire’s colleges, Engineers quickly assess the preparation of their war machines and guide their crews towards greater accuracy.
Unless this model is fleeing or engaged in combat, once per turn a friendly Empire war machine that is within its Command range can either use this model’s Ballistic Skill characteristic, or re-roll a single Artillery dice.
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Mortar
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Mortar
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Move Through Cover
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Move Through Cover
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Suffer Not…
Many Witch Hunters stalk the Old World, guided by the teachings of their church and their personal biases to seek out the multifarious enemies of Man and deliver them unto justice.
Each Witch Hunter in your army must have one of the following ‘specialisms’, chosen when writing your muster list. This specialism indicates which of the many enemies of humanity the Witch Hunter is tasked with hunting. You must tell your opponent which specialism each Witch Hunter in your army has when deploying your army:
• The Witch: The Witch Hunter and any unit they have joined gains the Hatred (enemy Wizards) and Magic Resistance (-2) special rules.
• The Revenant: The Witch Hunter and any unit they have joined gains the Hatred (Undead models) and Flaming Attacks special rules.
• The Mutant: The Witch Hunter and any unit they have joined gains the Hatred (Warriors of Chaos & Beasts of Chaos) and Magic Resistance (-1) special rules.
• The Daemon: The Witch Hunter and any unit they have joined gains the Hatred (Daemonic models) and Magical Attacks special rules.
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Suffer Not…
Many Witch Hunters stalk the Old World, guided by the teachings of their church and their personal biases to seek out the multifarious enemies of Man and deliver them unto justice.
Each Witch Hunter in your army must have one of the following ‘specialisms’, chosen when writing your muster list. This specialism indicates which of the many enemies of humanity the Witch Hunter is tasked with hunting. You must tell your opponent which specialism each Witch Hunter in your army has when deploying your army:
• The Witch: The Witch Hunter and any unit they have joined gains the Hatred (enemy Wizards) and Magic Resistance (-2) special rules.
• The Revenant: The Witch Hunter and any unit they have joined gains the Hatred (Undead models) and Flaming Attacks special rules.
• The Mutant: The Witch Hunter and any unit they have joined gains the Hatred (Warriors of Chaos & Beasts of Chaos) and Magic Resistance (-1) special rules.
• The Daemon: The Witch Hunter and any unit they have joined gains the Hatred (Daemonic models) and Magical Attacks special rules.
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Open Order
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Open Order
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Pistola
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Pistol
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Prayers Of Sigmar
The solemn hymns and chanted prayers of Sigmar’s Warrior Priests do more than simply strengthen the faith of believers; through them, Sigmar’s power is made manifest.
During the Command sub-phase of their turn, this character may attempt to invoke Sigmar’s blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect:
• Hammer Of Sigmar: Until your next Start of Turn sub-phase, this model, its mount and a single friendly unit that is within its Command range when this Prayer is chanted* may re-roll any rolls To Hit or To Wound of a natural 1 made during the Combat phase.
• Shield Of Faith: Until your next Start of Turn sub-phase, this model and a single friendly unit that is within its Command range when this Prayer is chanted* has a 5+ Ward save against any wounds suffered during the Shooting phase.
• Soulfire: A single enemy unit this model is engaged in combat with immediately suffers D6 Strength 3 hits, each with an AP of -2. These hits have the Flaming Attacks and Magical Attacks special rules.
*Note that if more than one friendly unit is within this model’s Command range when this Prayer is chanted, you must tell your opponent which unit is affected.
Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn.
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Prayers Of Sigmar
The solemn hymns and chanted prayers of Sigmar’s Warrior Priests do more than simply strengthen the faith of believers; through them, Sigmar’s power is made manifest.
During the Command sub-phase of their turn, this character may attempt to invoke Sigmar’s blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect:
• Hammer Of Sigmar: Until your next Start of Turn sub-phase, this model, its mount and a single friendly unit that is within its Command range when this Prayer is chanted* may re-roll any rolls To Hit or To Wound of a natural 1 made during the Combat phase.
• Shield Of Faith: Until your next Start of Turn sub-phase, this model and a single friendly unit that is within its Command range when this Prayer is chanted* has a 5+ Ward save against any wounds suffered during the Shooting phase.
• Soulfire: A single enemy unit this model is engaged in combat with immediately suffers D6 Strength 3 hits, each with an AP of -2. These hits have the Flaming Attacks and Magical Attacks special rules.
*Note that if more than one friendly unit is within this model’s Command range when this Prayer is chanted, you must tell your opponent which unit is affected.
Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn.
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Prayers Of Ulric
The ferocious Priests of Ulric beseech the god of battle, wolves and winter to witness the deeds of his brave followers, and to reward their courage and prowess with his blessings.
During the Command sub-phase of their turn, this character may attempt to invoke Ulric’s blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect:
• Battle Howl: Until your next Start of Turn sub-phase, when this model and a single friendly unit that is within its Command range when this Prayer is chanted* makes a Charge roll, you may apply a +D3 modifier to the result. This Prayer may only affect models whose troop type is ‘infantry’ or ‘cavalry’.
• Winter’s Chill: Until your next Start of Turn sub-phase, any enemy model that directs its attacks against this model, its mount or any unit it has joined during the Combat phase must re-roll any rolls To Hit of a natural 6.
• Wrath Of Winter: Until your next Start of Turn sub-phase, this model, its mount and any unit it has joined gains the Multiple Wounds (2) special rule.
*Note that, if more than one friendly unit is within this model’s Command range when this Prayer is chanted, you must tell your opponent which unit is affected.
Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn.
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Prayers Of Ulric
The ferocious Priests of Ulric beseech the god of battle, wolves and winter to witness the deeds of his brave followers, and to reward their courage and prowess with his blessings.
During the Command sub-phase of their turn, this character may attempt to invoke Ulric’s blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect:
• Battle Howl: Until your next Start of Turn sub-phase, when this model and a single friendly unit that is within its Command range when this Prayer is chanted* makes a Charge roll, you may apply a +D3 modifier to the result. This Prayer may only affect models whose troop type is ‘infantry’ or ‘cavalry’.
• Winter’s Chill: Until your next Start of Turn sub-phase, any enemy model that directs its attacks against this model, its mount or any unit it has joined during the Combat phase must re-roll any rolls To Hit of a natural 6.
• Wrath Of Winter: Until your next Start of Turn sub-phase, this model, its mount and any unit it has joined gains the Multiple Wounds (2) special rule.
*Note that, if more than one friendly unit is within this model’s Command range when this Prayer is chanted, you must tell your opponent which unit is affected.
Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn.
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Steam Power
Whilst a Steam Tank is capable of great speed, the fires that heat its boiler require constant stoking. Should the stamina of the crew falter, its thunderous pace can be reduced to a crawl.
A Steam Tank cannot march. Instead, you may make a ‘Steam Power’ roll and add the result to the model’s Movement characteristic. To make a Steam Power roll, roll two D6 and discard the lowest result. The highest result is the result of the Steam Power roll. If both dice roll the same result, discard either.
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Steam Power
Whilst a Steam Tank is capable of great speed, the fires that heat its boiler require constant stoking. Should the stamina of the crew falter, its thunderous pace can be reduced to a crawl.
A Steam Tank cannot march. Instead, you may make a ‘Steam Power’ roll and add the result to the model’s Movement characteristic. To make a Steam Power roll, roll two D6 and discard the lowest result. The highest result is the result of the Steam Power roll. If both dice roll the same result, discard either.
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Regimental Unit
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Regimental Unit
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Skirmishers
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Skirmishers
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Wizard
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Wizard
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Temperamental
The inner workings of a Steam Tank are extremely experimental, temperamental and dangerous, and the crew must constantly monitor the gurgling and hissing from boiler and pipes, and heed the clouds of vapour that accumulate around them. A moment of inattention can lead to irreparable damage and, in extreme cases, boiled crew!
If a natural 1 is rolled on either of the dice when the Steam Tank makes a Steam Power roll or a Charge roll, the pressure has reached dangerous levels and, if not quickly released, will cause irreparable damage. Choose one of the following:
• Bang! The crew ignores the building pressure which, inevitably, finds its own release. The Steam Tank loses a single Wound.
• Phweee! Amidst billowing clouds of steam and with an ear splitting whistle, the pressure is released, rendering the Steam Tank immobile. The Steam Tank halts immediately and cannot move again for the remainder of this turn.
However, if a natural 1 is rolled on both of the dice, the pressure is too great to be released safely. The Steam Tank loses a single Wound and halts immediately. It cannot move again for the remainder of this turn.
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Temperamental
The inner workings of a Steam Tank are extremely experimental, temperamental and dangerous, and the crew must constantly monitor the gurgling and hissing from boiler and pipes, and heed the clouds of vapour that accumulate around them. A moment of inattention can lead to irreparable damage and, in extreme cases, boiled crew!
If a natural 1 is rolled on either of the dice when the Steam Tank makes a Steam Power roll or a Charge roll, the pressure has reached dangerous levels and, if not quickly released, will cause irreparable damage. Choose one of the following:
• Bang! The crew ignores the building pressure which, inevitably, finds its own release. The Steam Tank loses a single Wound.
• Phweee! Amidst billowing clouds of steam and with an ear splitting whistle, the pressure is released, rendering the Steam Tank immobile. The Steam Tank halts immediately and cannot move again for the remainder of this turn.
However, if a natural 1 is rolled on both of the dice, the pressure is too great to be released safely. The Steam Tank loses a single Wound and halts immediately. It cannot move again for the remainder of this turn.
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Symbol Of Might
The War Altar of Sigmar is an imposing structure. From atop its mighty pulpit, the prayers of a Warrior Priest resonate across the battlefield.
The Command range of a Lector of Sigmar mounted on the War Altar is increased from 8" to 12".
Note that, if this model is your General, it has a Command range of 18" as normal.
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Symbol Of Might
The War Altar of Sigmar is an imposing structure. From atop its mighty pulpit, the prayers of a Warrior Priest resonate across the battlefield.
The Command range of a Lector of Sigmar mounted on the War Altar is increased from 8" to 12".
Note that, if this model is your General, it has a Command range of 18" as normal.
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Veteran
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Veteran
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Jade Amulet
Potent jade talismans are given in thanks for services performed on behalf of the Cult of Sigmar.
The bearer is immune to the Killing Blow special rule. If the bearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
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Jade Amulet
Potent jade talismans are given in thanks for services performed on behalf of the Cult of Sigmar.
The bearer is immune to the Killing Blow special rule. If the bearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
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Dragon Bow
A relic from the ancient Elven colonies of the Old World, this wondrously crafted bow enables the wielder to outshoot the finest archers in the Empire.
R S AP Special Rules
Dragon Bow 36" 6 -2 Magical Attacks, Multiple Wounds (2)
Notes: Commanders of the Empire only.
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Dragon Bow
A relic from the ancient Elven colonies of the Old World, this wondrously crafted bow enables the wielder to outshoot the finest archers in the Empire.
R S AP Special Rules
Dragon Bow 36" 6 -2 Magical Attacks, Multiple Wounds (2)
Notes: Commanders of the Empire only.
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Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
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Arcane Familiar
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
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Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
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Armour Of Destiny
The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
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Armour Of Fortune
Engraved with runes of luck and providence, the Armour of Fortune turns aside fatal blows harmlessly.
The Armour of Fortune is a suit of heavy armour. In addition, its wearer has a 6+ Ward save against any wounds suffered and is immune to the Killing Blow special rule. If the wearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
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Armour Of Fortune
Engraved with runes of luck and providence, the Armour of Fortune turns aside fatal blows harmlessly.
The Armour of Fortune is a suit of heavy armour. In addition, its wearer has a 6+ Ward save against any wounds suffered and is immune to the Killing Blow special rule. If the wearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
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Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens.
The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
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Armour Of Meteoric Iron
This heavy armour was forged of ore mined from a meteor that fell from the heavens.
The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
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Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
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Armour Of Silvered Steel
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
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Armour Of Tarnus
This cunning armour was crafted to the specifications of the warrior-Wizard von Tarnus.
The Armour of Tarnus is a suit of light armour which may be purchased and worn by an Imperial Wizard, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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Armour Of Tarnus
This cunning armour was crafted to the specifications of the warrior-Wizard von Tarnus.
The Armour of Tarnus is a suit of light armour which may be purchased and worn by an Imperial Wizard, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
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Wizard’s Staff
Throughout the Old World, Wizards carry ensorcelled staffs through which they can channel and direct their powers.
The bearer of the Wizard’s Staff gains a +1 modifier to their Casting roll when attempting to cast an Assailment spell or a Magic Missile.
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Wizard’s Staff
Throughout the Old World, Wizards carry ensorcelled staffs through which they can channel and direct their powers.
The bearer of the Wizard’s Staff gains a +1 modifier to their Casting roll when attempting to cast an Assailment spell or a Magic Missile.
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Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Bedazzling Helm
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
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Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
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Berserker Blade
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
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Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
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Biting Blade
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
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Book Of Ashur
Written by an Elven Mage, this comprehensive book of magic is a priceless text for those that practice the art of magic… unless this copy is a poorly proofread and badly edited reproduction, that is.
The bearer of the Book of Ashur increases their Dispel range by 3" and, unless they roll any natural double, may apply a +1 modifier to any of their Casting or Dispel rolls. However, if the bearer rolls any natural double when making a Casting or Dispel roll, the book has proven to be a poor reproduction, full of glaring errors, and the +1 modifier cannot be applied to that roll.
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Book Of Ashur
Written by an Elven Mage, this comprehensive book of magic is a priceless text for those that practice the art of magic… unless this copy is a poorly proofread and badly edited reproduction, that is.
The bearer of the Book of Ashur increases their Dispel range by 3" and, unless they roll any natural double, may apply a +1 modifier to any of their Casting or Dispel rolls. However, if the bearer rolls any natural double when making a Casting or Dispel roll, the book has proven to be a poor reproduction, full of glaring errors, and the +1 modifier cannot be applied to that roll.
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Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
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Burning Blade
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
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Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
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Charmed Shield
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
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Runefang
At the dawn of the Empire, a dozen magical blades were forged for Sigmar’s chieftains. Those that survive are treasured artefacts, potent symbols of the status and authority of their wielders.
R S AP Special Rules
Runefang Combat S -2 Magical Attacks, Strike First
Notes: When making a roll To Wound for a hit caused with a Runefang, a roll of 2+ is always a success, regardless of the target’s Toughness.
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Runefang
At the dawn of the Empire, a dozen magical blades were forged for Sigmar’s chieftains. Those that survive are treasured artefacts, potent symbols of the status and authority of their wielders.
R S AP Special Rules
Runefang Combat S -2 Magical Attacks, Strike First
Notes: When making a roll To Wound for a hit caused with a Runefang, a roll of 2+ is always a success, regardless of the target’s Toughness.
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Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates.
The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
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Dawnstone
The magic trapped within this semi-precious stone binds together shattered armour plates.
The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
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Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll.
Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
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Dispel Scroll
The Wizard reads aloud a charm of unbinding from an enchanted scroll.
Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
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Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
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Dragon Slaying Sword
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
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Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
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Duellist’s Blades
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
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Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
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Earthing Rod
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
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Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again.
The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Enchanted Shield
A finely crafted and sturdy shield that protects its bearer from harm time and time again.
The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
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Sword Of Justice
The Sword of Justice is an ancient weapon studded with Dwarf runes of vengeance and retribution that bestow the power of unswerving accuracy and deadly retribution upon it.
R S AP Special Rules
Sword of Justice Combat S -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)
Notes: The wielder of the Sword of Justice may re-roll any failed rolls To Wound.
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Sword Of Justice
The Sword of Justice is an ancient weapon studded with Dwarf runes of vengeance and retribution that bestow the power of unswerving accuracy and deadly retribution upon it.
R S AP Special Rules
Sword of Justice Combat S -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)
Notes: The wielder of the Sword of Justice may re-roll any failed rolls To Wound.
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Wizard’s Familiar
Many Wizards keep familiars, supernatural creatures that aid them in their arcane studies. Often, this aid is apparent in the ease with which the Wizard dispels the conjurations of their enemies. 0-1 per Wizard. The owner of a Wizard’s Familiar may apply a +1 modifier to any of their Dispel rolls.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Wizard’s Familiar
Many Wizards keep familiars, supernatural creatures that aid them in their arcane studies. Often, this aid is apparent in the ease with which the Wizard dispels the conjurations of their enemies. 0-1 per Wizard. The owner of a Wizard’s Familiar may apply a +1 modifier to any of their Dispel rolls.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
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Feedback Scroll
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
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Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
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Flying Carpet
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
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Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
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Giant Blade
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
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Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal.
The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
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Glittering Scales
Each and every scale of this armoured surcoat is crafted from shards of precious metal.
The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
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Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims.
R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Headsman’s Axe
A wide bladed axe, steeped in the blood of its countless helpless victims.
R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
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Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
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Healing Potion
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
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The White Cloak
Blessed by Ar-Ulric, the magics within this fine cloak protect the wearer from the hottest flame.
The wearer of the White Cloak has a 5+ Ward save against any wounds suffered, and a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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The White Cloak
Blessed by Ar-Ulric, the magics within this fine cloak protect the wearer from the hottest flame.
The wearer of the White Cloak has a 5+ Ward save against any wounds suffered, and a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
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Laurels Of Victory
Celebrated heroes of the Empire are decorated with golden laurels which magnify their fearsome reputation in the eyes of their enemies.
When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory is worth 2 combat result points, rather than the usual 1.
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Laurels Of Victory
Celebrated heroes of the Empire are decorated with golden laurels which magnify their fearsome reputation in the eyes of their enemies.
When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory is worth 2 combat result points, rather than the usual 1.
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The Silver Horn
The triumphant call of this elegant hunting horn lends speed to the hooves of even the weariest steed.
Characters with the Swiftstride special rule only. The bearer of the Silver Horn (and any unit they have joined) may re-roll the D6 when using the Swiftstride special rule.
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The Silver Horn
The triumphant call of this elegant hunting horn lends speed to the hooves of even the weariest steed.
Characters with the Swiftstride special rule only. The bearer of the Silver Horn (and any unit they have joined) may re-roll the D6 when using the Swiftstride special rule.
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Shroud Of Iron
This strange device resembles a market trader’s awning. When unfurled, the Shroud of Iron protects its bearer from harm falling from on high.
The bearer of the Shroud of Iron (and any unit they have joined) has a 6+ Ward save against any wounds suffered that were caused by a non-magical template.
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Shroud Of Iron
This strange device resembles a market trader’s awning. When unfurled, the Shroud of Iron protects its bearer from harm falling from on high.
The bearer of the Shroud of Iron (and any unit they have joined) has a 6+ Ward save against any wounds suffered that were caused by a non-magical template.
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Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
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Lore Familiar
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).
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Luckstone
Can luck be trapped within a dull stone pendant? Possibly.
Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
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Luckstone
Can luck be trapped within a dull stone pendant? Possibly.
Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
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Mace Of Helsturm
This mace was used in battle by the first Grand Theogonist, Johann Helsturm. It is said that Helsturm’s faith in Sigmar was strong enough to shatter the walls of a castle.
Mace Of Helsturm R S AP Special Rules
Single-handed Combat S - Magical Attacks
Double-handed Combat 10 -5 Magical Attacks, Multiple Wounds (D6), Requires Two Hands
Notes: The Mace of Helsturm has two profiles. You must choose which the wielder will use at the start of each round of a combat. If used double-handed, the wielder may make only one attack, regardless of their Attacks characteristic.
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Mace Of Helsturm
This mace was used in battle by the first Grand Theogonist, Johann Helsturm. It is said that Helsturm’s faith in Sigmar was strong enough to shatter the walls of a castle.
Mace Of Helsturm R S AP Special Rules
Single-handed Combat S - Magical Attacks
Double-handed Combat 10 -5 Magical Attacks, Multiple Wounds (D6), Requires Two Hands
Notes: The Mace of Helsturm has two profiles. You must choose which the wielder will use at the start of each round of a combat. If used double-handed, the wielder may make only one attack, regardless of their Attacks characteristic.
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Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
A model may purchase up to three Obsidian Lodestones.
A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
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Obsidian Lodestone
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
A model may purchase up to three Obsidian Lodestones.
A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).
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Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
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Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
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Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
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Paymaster’s Coin
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
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Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
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Potion Of Foolhardiness
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
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Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Potion Of Speed
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
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Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
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Potion Of Strength
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
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Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
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Potion Of Toughness
Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
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Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Power Scroll
Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
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Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
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Ruby Ring Of Ruin
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.
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Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.
On a roll of 4+, the Wizard returns to normal (but retains a love of water).
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Scroll Of Transmogrification
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.
Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.
On a roll of 4+, the Wizard returns to normal (but retains a love of water).
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Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
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Shield Of The Warrior True
A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
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Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
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Spelleater Axe
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
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Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
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Spellshield
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
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Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
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Sword Of Battle
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
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Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer.
R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
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Sword Of Might
Bound around with powerful runes that increase its power and enhance the strength of its bearer.
R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
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Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
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Sword Of Striking
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
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Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
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Sword Of Swiftness
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
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Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
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Talisman Of Protection
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
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Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Wand Of Jet
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
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Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.
However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
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Wizarding Hat
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.
However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
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Banner Of Duty
This venerable banner steels the hearts of despairing warriors, renewing their will to fight on.
A unit carrying the Banner of Duty may re-roll any failed Rally test.
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Banner Of Duty
This venerable banner steels the hearts of despairing warriors, renewing their will to fight on.
A unit carrying the Banner of Duty may re-roll any failed Rally test.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Banner Of Iron Resolve
No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
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Griffon Standard
A unit flying the Griffon Standard resolutely stands its ground, and few foes can break them.
When determining your combat result, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1.
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Griffon Standard
A unit flying the Griffon Standard resolutely stands its ground, and few foes can break them.
When determining your combat result, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1.
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Imperial Banner
This fine silken standard is a proud reminder of a time when the Empire was unified as one.
All friendly units within the Command range of the model carrying the Imperial Banner roll 3D6 when making a Fear, Panic or Terror test and discard the highest result.
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Imperial Banner
This fine silken standard is a proud reminder of a time when the Empire was unified as one.
All friendly units within the Command range of the model carrying the Imperial Banner roll 3D6 when making a Fear, Panic or Terror test and discard the highest result.
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The Gleaming Pennant
Shining with an inner radiance, the Gleaming Pennant offers hope to those that march beneath it.
Single use. A unit carrying the Gleaming Pennant may re-roll a single failed Leadership test.
Note that a Break test is not a Leadership test.
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The Gleaming Pennant
Shining with an inner radiance, the Gleaming Pennant offers hope to those that march beneath it.
Single use. A unit carrying the Gleaming Pennant may re-roll a single failed Leadership test.
Note that a Break test is not a Leadership test.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Rampaging Banner
As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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Razor Standard
Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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The Blazing Banner
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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War Banner
A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
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