Titanic Might
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Attacks made with this enchanted weapon gain +3 Strength and become Magical Attacks.
Attacks made with this enchanted weapon become
Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
The wielder of this enchanted weapon gains +X Strength, +X Armour Penetration, +X Attack Value, and Magical Attacks while using it, 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 enchanted weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
The wielder of this enchanted weapon gains +1 Attack Value while using it. Attacks made with this enchanted weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 3.
The wielder of this enchanted weapon gains +2 Offensive Skill and +2 Agility while using it, and attacks made with it become Magical Attacks.
Attacks made with this enchanted 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 enchanted weapon become Flaming Attacks and Magical Attacks.
Infantry models only
While using this weapon, the wielder gainsGrind Attacks (X), where X is the number of Full Ranks in the wielder’s unit, up to a maximum of 10. These Grind Attacks are resolved with Strength 3, Armour Penetration 1, and Magical Attacks.
While using this weapon,the wielder gains +1 Attack Value. Attacks made with this weapon gain Multiple Wounds (D6), becomeDivine Attacks and Magical Attacks, and their Strength and Armour Penetration are set to 10. At the end of each friendly Movement Phase, if the wielder is not Engaged in Combat, it suffers 1 hit with LightningAttacks.
The weapon’s range is set to 18″. The weapon gains +2 Shots, +1 AP, Accurate, and Magical Attacks.
The wearer gains +1 Armour and Fortitude (4+).
The wearer gains Aegis (4+) and its Armour is set to 3 and can never be improved beyond this.
The wearer’s Armour is set to 5 and can never be improved beyond this.
The bearer may choose to reroll its failed Armour Saves while using this Shield. If it does, it automatically fails all Special Saves.
The wearer gains +2 Armour against non-Magical Attacks.
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
The wearer gains +1 Armour and suffers −2 Offensive Skill.
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
The wearer gains +1 Health Point and Fortitude (5+).
Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
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’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
The bearer gains Magic Resistance (2).
The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
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.
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
The bearer gains Aegis (5+).
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
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.
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
The bearer gains Channel (1).
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield.
One use only. May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
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.
Immediately after Siphon the Veil, i.e. after converting Veil Tokens into Magic Dice, the bearer may choose to inflict D6 hits against its unit that wound automatically with no saves of any kind allowed. These hits are considered Special Attacks. If so, the owner gains additional Veil Tokens equal to half the number of lost Health Points, rounding fractions up.
Once per Shooting Phase, the bearer may discard 2 Veil Tokens from its owner’s Veil Token pool and nominate a unit within 6″that has not fired yet during this Shooting Phase. Weapons with Trial and Terror in this unit gain +1 to wound and Magical Attacks, and the number of hits from each Mishaps is increased by 3. The effects last until the end of the phase.
At the end of each friendly ShootingPhase, the bearer may move a single friendly Tunnel Marker within 24″ up to 6″ in any direction.
Stomp Attacks made by enemyunits within 6″ of the bearer suffer a −2 to-wound modifier.
The bearer gains Stand Behind and cannotissue Duels.
One use only. When this Artefactis used, it is a Shooting Weapon with Aim (2+) and the following profile: Range 24″, Shots 1, Str 5, AP 2, AreaAttack (3×3), Magical Attacks. On a natural to-hit roll of ‘1’, the wielder suffers 1 hit with Lightning Attacks.
The bearer can cast The Awakened Swarm (Hereditary Spell) as a Bound Spell with Power Level (4/8).
At the end of each friendly Magic Phase, the bearer may discard up to 3 Veil Tokens. For each discarded Veil Token, Raise 3 Health Points in a friendly Rat Swarms unit. This can Raise Health Points above the unit’s starting size, up to a maximum of 27 Health Points.
The model gains Holy Triumvirate (see Swarm Priest), and for the purpose of this rule, it counts as having both Caelysian Pantheon and Cult of Errahman.