Correspondence of translations with another language
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Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Halberd
Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
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Harnessed
Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.
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Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
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Fear
Units in base contact with one or more enemy models with Fear suffer -1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test, called a Fear Test. If this test is failed, the models in the unit are Shaken until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
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Wizard Apprentice
- Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
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Wizard Apprentice
- Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.
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Bow
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Bow
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Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Hand Weapon
All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry
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Light Armour
Armor +1
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Light Armour
Armor +1
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Heavy Armour
+2 Armor
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Heavy Armour
+2 Armor
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Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Paired Weapons
The wielder gains +1 Attack Value when using Paired Weapons. Attacks made with Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
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Stomp Attacks
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Stomp Attacks
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Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Impact Hits
At Initiative Step 10, a charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model's Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part's Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (its controlling player may choose which). In multipart models, only model parts that also have Harnessed or Inanimate can use their Impact Hits. When several models in the same unit have Impact Hits, and when X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
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Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Vanguard
After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.
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Ballista
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
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Ballista
Artillery Weapon.
Range 48″, Shots 1, Str 3 [6], AP 10, Area Attack (1×5), [Multiple Wounds (D3)].
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Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
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Move or Fire
The attack may not be used if the attacking model has made an Advance Move, March Move, Reform or Pivot during
the current Player Turn.
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Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Shield
+1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.
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Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
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Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.
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Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
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Feigned Flight
A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.
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Giant Drum
Universal Rule.
The model must be deployed in, and can only join Blasted Plains Emissaries, Hob Levies, or Tyrannical Disciples units. The model can never voluntarily leave its unit. In addition, the range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Drum Gogyag’s unit, are both extended to 12″.
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Giant Drum
Universal Rule.
The model must be deployed in, and can only join Blasted Plains Emissaries, Hob Levies, or Tyrannical Disciples units. The model can never voluntarily leave its unit. In addition, the range of the model’s March to the Beat, and to enemy units that are required to take a March Test due to the Drum Gogyag’s unit, are both extended to 12″.
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Hob Cohesion
For the purpose of receiving Commanding Presence and Rally Around the Flag from friendly models, the model counts as 6″ closer to those models.
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Hob Cohesion
For the purpose of receiving Commanding Presence and Rally Around the Flag from friendly models, the model counts as 6″ closer to those models.
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Infernal Armour
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
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Infernal Armour
Armour Equipment
Plate Armour. The wearer gains Aegis (5+, against Flaming Attacks).
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Iron Rain
If one or more of the following conditions are met, the Shooting Attack gains +1 to hit and always has at least Armour Penetration 1:
• The attacker is located in the target’s Flank or Rear Arc.
• The target has suffered one or more hits from Slings earlier in the same Shooting Phase, and no other Shooting Attack has hit the unit since then.
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Iron Rain
If one or more of the following conditions are met, the Shooting Attack gains +1 to hit and always has at least Armour Penetration 1:
• The attacker is located in the target’s Flank or Rear Arc.
• The target has suffered one or more hits from Slings earlier in the same Shooting Phase, and no other Shooting Attack has hit the unit since then.
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Not a Leader
The model cannot be the General.
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Not a Leader
The model cannot be the General.
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War Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
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War Machine
The model cannot Pursue, Declare Charges or Declare Flee as Charge Reaction. Characters can never join units with War Machines, and Characters with War Machine cannot join units at all.
When a War Machine fails a Panic Test, instead of Fleeing it is Shaken until the end of the next Player Turn. War Machines that fail a Break Test are automatically destroyed. War Machines and units Engaged in Combat with them cannot make Combat Reforms.
When a unit charges a War Machine, it can move into base contact by having its Front Facing contact any point of the War Machine's base (it must still maximise the number of models in base contact, see subsection II.1.A “Bases and Base Contact", page 4 and Figure 1 page 4). No Align Move is allowed. Ignore the War Machine's Facing, as it does not have any due to its round base.
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War Platform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
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War Platform
Unless selected as a mount for a Character, a model with War Platform gains Not a Leader and Character, with the following exceptions:
- ItdoesnotcounttowardstheCharacterscategory(forArmyListcreation). - ItcannotIssueDuels,AcceptDuelsorMakeWay.
- ItcanperformSwirlingMelee.
- ItdoesnotcountasCharacterregardingBodyguardandMultipleWounds.
The model can join units even if it has Towering Presence, and having Chariot does not prevent it from joining units without Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back other models with Front Rank, and must keep its position in the centre of the front rank at all times (as long as it is joined to the unit). If two positions are equally central (e.g. in a unit with an even number of models in the first rank and a War Platform replacing an uneven number of models per rank), the War Platform can be placed in either of these positions. If the War Platform cannot be placed in the centre of the the front rank (e.g. due to Mismatching Bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching Bases and that only a single War Platform can be in the same unit unless noted otherwise.
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Lance
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
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Lance
Attacks made with a Lance and allocated toward models in the wielders' Front Facing gain Devastating Charge (+2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
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Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Light Troops
Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.
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Loyal Lieutenant
Universal Rule.
The model must be deployed in a unit that contains at least one R&F model with the same Height and Type and that does not contain any other models with Loyal Lieutenant. The model can never voluntarily leave its unit.
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Loyal Lieutenant
Universal Rule.
The model must be deployed in a unit that contains at least one R&F model with the same Height and Type and that does not contain any other models with Loyal Lieutenant. The model can never voluntarily leave its unit.
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Weapon Master
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Weapon Master
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Musician
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Musician
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Regimental Mascot
The model must be deployed in, and can only join a Hob Levies unit. The model can never voluntarily leave its unit
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Regimental Mascot
The model must be deployed in, and can only join a Hob Levies unit. The model can never voluntarily leave its unit
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Royal Gogyag Barding
Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X) halve X, rounding fractions up.
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Royal Gogyag Barding
Personal Protection.
When the model suffers a wound from an attack with Multiple Wounds (X) halve X, rounding fractions up.
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Saddle Cannon
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
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Saddle Cannon
Range 24″, Shots D6, Str 4, AP 2, Quick to Fire.
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Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
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Alchemist's Alloy
The wearer gains +1 Armour and suffers −2 Offensive Skill.
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Destiny's Call
The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
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Destiny's Call
The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
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Rod of Battle
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.
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Rod of Battle
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.
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Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
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Basalt Infusion
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
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Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
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Dragon Staff
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
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Binding Scroll
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.
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Binding Scroll
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.
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Blessed Inscriptions
Attacks made with this weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
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Blessed Inscriptions
Attacks made with this weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
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Book of Arcane Mastery
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.
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Book of Arcane Mastery
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.
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Ranger's Boots
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″.
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Ranger's Boots
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″.
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Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
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Crystal Ball
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
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Breath of the Brass Bull
The bearer's model gains +1 Health Point and the bearer gains [b]Breath Attack (Toxic Attacks)[/b].
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Breath of the Brass Bull
The bearer's model gains +1 Health Point and the bearer gains [b]Breath Attack (Toxic Attacks)[/b].
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Shield Breaker
Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
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Shield Breaker
Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
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Zartosht's Chains
Enemy units in base contact with the bearer's model suffer -2 Defensive Skill. The roll for Flee Distance of enemy units in base contact with the bearer's model is subject to Minimised Roll.
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Zartosht's Chains
Enemy units in base contact with the bearer's model suffer -2 Defensive Skill. The roll for Flee Distance of enemy units in base contact with the bearer's model is subject to Minimised Roll.
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Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
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Lucky Charm
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
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Magical Heirloom
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.
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Magical Heirloom
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.
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Cleansing Light
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.
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Cleansing Light
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.
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Hero's Heart
The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
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Hero's Heart
The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
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Crown of the Wizard King
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).
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Crown of the Wizard King
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).
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Crown of Autocracy
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″.
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Crown of Autocracy
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″.
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Dusk Forged
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.
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Dusk Forged
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.
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Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
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Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
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Wicked Serrations
While using this weapon, the wielder gains Lightning Reflexes and +1 Attack Value. In addition, single model units that have suffered one or more hits s from this weapon suffer −1 Resilience and −1 Attack Value until the end of the Combat Phase.
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Wicked Serrations
While using this weapon, the wielder gains Lightning Reflexes and +1 Attack Value. In addition, single model units that have suffered one or more hits s from this weapon suffer −1 Resilience and −1 Attack Value until the end of the Combat Phase.
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Supernatural Dexterity
The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
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Supernatural Dexterity
The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
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Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
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Dragonfire Gem
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
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Elemental Plate
The wearer gains [b]Aegis (4+, against Close Combat Attacks)[/b]. This Aegis Save cannot be used against Close Combat Attacks made with a Hand Weapon. In addition, the wearer gains [b]Aegis (4+, against Flaming Attacks)[/b].
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Elemental Plate
The wearer gains [b]Aegis (4+, against Close Combat Attacks)[/b]. This Aegis Save cannot be used against Close Combat Attacks made with a Hand Weapon. In addition, the wearer gains [b]Aegis (4+, against Flaming Attacks)[/b].
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Essence of a Free Mind
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.
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Essence of a Free Mind
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.
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Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
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Essence of Mithril
The wearer’s Armour is set to 5 and can never be improved beyond this.
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Titanic Might
Attacks made with this weapon gain +3 Strength and become Magical Attacks.
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Titanic Might
Attacks made with this weapon gain +3 Strength and become Magical Attacks.
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Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
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Ghostly Guard
The wearer gains +2 Armour against non-Magical Attacks.
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Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
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Willow's Ward
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
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King Slayer
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.
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King Slayer
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.
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Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
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Lightning Vambraces
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
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Obsidian Rock
The bearer gains Magic Resistance (2).
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Obsidian Rock
The bearer gains Magic Resistance (2).
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Potion of Strength
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
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Potion of Strength
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
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Potion of Swiftness
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.
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Potion of Swiftness
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.
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Sceptre of Power
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).
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Sceptre of Power
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).
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Talisman of Shielding
The bearer gains Aegis (5+).
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Talisman of Shielding
The bearer gains Aegis (5+).
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Talisman of the Void
The bearer gains Channel (1).
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Talisman of the Void
The bearer gains Channel (1).
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Touch of Greatness
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).
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Touch of Greatness
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).
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Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
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Aether Icon
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
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Baited Banner
Model parts with Harnessed in the bearer’s unit gain Hatred.
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Baited Banner
Model parts with Harnessed in the bearer’s unit gain Hatred.
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Predator Pennant
The bearer's unit gains [b]Devastating Charge (Distracting)[/b].
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Predator Pennant
The bearer's unit gains [b]Devastating Charge (Distracting)[/b].
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Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner of Discipline
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
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Banner of Speed
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
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Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
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Banner of the Relentless Company
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
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Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
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Flaming Standard
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
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Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
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Legion Standard
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.
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Stalker's Standard
The bearer’s unit gains Strider.
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Stalker's Standard
The bearer’s unit gains Strider.
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Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
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Rending Banner
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
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