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.
+1 Arm, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Fortitude Saves.
Attached and Resistance (Melee Attacks).
+1 Arm 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.
Attached. While there is an enemy Character in contact with the wielder’s unit: +1 Att, +2 Str, and +2 AP
+1 Str and +1 AP.
Successful Armour Saves and Special Saves against attacks made with this weapon have to be rerolled.
Crush Attack. This Crush Attack always hits on 4+.
+6 AP.
+1 Att, and always at least Str 5 and AP 2.
+3 Def and +3 Off.
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).
Aegis (5+).
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, cannot select it during Spell Selection, and cannot replace or otherwise lose it.
Channel (1). This item can only be used if the model’s army total combined Channel is 3 or less (excluding Channel from this Magic Item).
Stand Behind
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.
May be activated at the end of Siphon the Veil during the enemy Magic Phase. When activated, pick an enemy model and select one of its spells, including Bound 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.
+3 Agi.
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.