Percival's Panoply
+2 Arm
+2 Arm
+1 Arm and Aegis (+1, max. 4+)
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).
+2 Arm against non-Magical Attacks.
The first time the bearer’s model suffers an unsaved wound from an attack with Multiple Wounds (X), the model gains Immune (Multiple Wounds) until the end of the phase.
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+).
Aegis (3+, against Magical Attacks).
The bearer’s model Recovers 1 HP.
After the wielder successfully completes a Charge, apply the following until the wielder is no longer Engaged in Combat: +2 Str and +2 AP.
+1 Att and +1 AP. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated towards. This Weapon Enchantment is ignored for the rest of the game.
+1 Str, +1 AP, and Terror.
+X Att, where “X” is equal to the number of ranks of a single enemy unit on contact with the wielder up to a maximum of 4. If multiple units, use the unit with the most ranks. These extra Attacks can only be allocated towards Rank-and-File models. If the attacks cannot be allocated towards Rank-and-File models, such as when the wielder is in a Duel, the attacks are lost.
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 bearer gains Magic Resistance (1). When the bearer’s unit is the target of an enemy Spell the bearer gains Channel (1) until the end of following Magic Phase.
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.
Immune (Lethal Strike) while the bearer’s unit contains at least one Rank-and-File model.
+3 Arm. The Armour Value can never be improved beyond 5.
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.
+1 Arm.