Seal of the Republic
For each HP loss the wielder inflicts with this weapon on enemy models, the wearer gains +1 Arm with Duration: Permanent.
For each HP loss the wielder inflicts with this weapon on enemy models, the wearer gains +1 Arm with Duration: Permanent.
Aegis (4+), and the wearer’s model’s Arm is set to always 3.
Note that this means it cannot be improved beyond 3. It is still affected by AP.
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
Attached and Resistance (Melee Attacks).
The wearer gains +1 Armour and Fortitude (4+).
Afflict (−2 Def).
For each HP loss the wielder inflicts with this weapon on enemy models, the wielder gains +1 Str and +1 AP, up to a maximum of +2 each, with Duration: Permanent.
Artistry of Death, Fury, Lethal Strike, and Multiple Wounds (2).
+2 AP and +2 Att.
+1 Att and Divine Attacks.
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 +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.
Crush Attack. This Crush Attack always hits on 4+.
Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
+1 Att, and always at least Str 5 and AP 2.
The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Unless the bearer is Shaken, Break Tests and Panic Tests taken by friendly units within 6″ of the bearer are Minimised.
The bearer can cast Whispers of the Veil (Evocation) as a Bound Spell (3+).
The bearer gains Aegis (5+, against Melee Attacks).
If one or more Melee Attacks are allocated towards the bearer*, the bearer gains Grind Attack (3 hits, Str 4, AP 2, Magical Attacks) until the end of the Round of Combat. The Grind Attack is resolved with Agi 0.
*Note that attacks with Agi 0 can trigger this.
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 gains Aegis (5+).
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.
The bearer gains Channel (1).
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
Frenzy and Rage.
May be activated at the start of any friendly Charge Phase. Friendly models with Beast or Slaver within 6″ of the bearer must reroll failed Charge Range rolls.
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.
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.
Breath Attack (Str 4, AP 1, Flaming Attacks, Stand and Shoot).
Fortitude (5+).
The bearer’s model Recovers 1 HP.
May be activated when the bearer fails a Casting Roll or when you fail a Dispelling Roll, by removing 1 Magic Dice from your pool. Reroll all Magic Dice used for the Casting or Dispelling Roll.
May be activated at any time during your Magic Phase.
The bearer knows the spell indicated in brackets (X), in addition to its other spells. If the bearer already knows the spell, this has no effect.
+3 Arm. The Armour Value can never be improved beyond 5.