Touch of Greatness
+1~Str, +1~AP.
+1~Str, +1~AP.
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Attached, which cannot be lost. While there is an enemy Character in contact with the wielder’s unit, the wielder gains +1~Att, +2~Str, and +2~AP.
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
+6~AP.
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
+1~Att, +1~AP. After a successful to-hit roll, the bearer may discard one of the hits made with this weapon and choose an Enchanted Weapon carried by the model the attack was allocated against: at the end of the Agility Step, all Weapon Enchantments on it are ignored and the weapon ceases to be an Enchanted Weapon. Duration: Permanent.
+1~Str, +1~AP, and Terror.
If the wielder successfully completes a Charge, apply the following: +2~Str, +2~AP, with Duration: End of Combat.
+X~Att, where X is equal to the number of ranks in a single enemy unit in contact with the wielder, up to a maximum of~4 (if in contact with multiple units, use the one with the most ranks). These extra attacks can only be allocated against Rank-and-File models (if the attacks cannot be allocated against Rank-and-File models, they are lost).
Aegis (4+), and the model’s Armour Equipment is always~3.
Note that this means it cannot be improved beyond~3. It is still affected by Armour Penetration.
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
Attached, which cannot be lost, and Resistance (Melee Attacks).
+2~Arm against non-Magical Attacks.
+2~Arm.
+1~Arm, and Aegis (+1, max.~4+).
Aegis (5+).
Channel (1). This item can only be used if the model’s army´s total combined Channel is~2 or less (excluding Channel from this Magic Item).
During Pre-game Selections, randomise a Magic Path (from all ten Paths in this book). The wearer is a Wizard Apprentice using the randomised Path, and may not Swap any spells. The bearer cannot take any Magic Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Stand Behind. The wearer’s model loses Stubborn, Bodyguard, cannot gain either in any way, and is never considered to fulfil the criteria of Bodyguard.
In addition, the model cannot make any Supporting Attacks.
The bearer knows the Hereditary Spell of its Army Book in addition to its other spells, i.e. it cannot select it during Spell Selection, and cannot replace or otherwise lose it).
The bearer gains Magic Resistance (1). In addition, each time the bearer’s unit is the target of an enemy spell, the bearer gains Channel (1) until the end of the following Magic Phase.
The bearer’s unit gains Stri\-der.
The bearer’s unit gains Magic Resistance (1).
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
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.
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
One use only. May be activated immediately after failing a Charge Range roll with the bearer or the bearer’s unit in the Charge Phase: the bearer or its unit must reroll its failed Charge Range roll. Other Characters Charging out of the bearer’s unit are not affected.
The bearer can cast Hereditary Spell as a Bound Spell (5).
The bearer’s unit gains Afflict (1~Dis), Horror.
One use only. Duration: . May be activated when the bearer’s unit is chosen as the target of an Orison. The bearer’s unit gains the effects of all Orisons (i.e Discipline set to~9, +2~Off, Aegis (5+), Magical Attacks, and ignore Parry).
The bearer’s unit gains Aegis (5+, against Ranged Attacks).
In addition, enemy units with Stand and Shoot cannot use this rule towards the bearer’s unit.
One use only. Duration: Round of Combat. +3~Agi.
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
One use only. Duration: One Phase. Can be activated during the opponent’s Siphon the Veil (Magic Phase, step 2): choose a Caster and select one of their spells (Bound or Learned): the chosen Caster cannot voluntarily cast the selected instance of this spell. E.g. if a caster has the same spell more than one time, only a single instance cannot be cast, and this has no effect on Magical Mishap
One use only. Duration: Instant. May be activated immediately when a Casting Roll or Dispel Roll fails, due to not rolling high enough: do not discard the Magic Dice used in this unsuccessful attempt.
One use only. Duration: Instant. May be activated in the opponent’s Magic Phase, immediately after Excess Magic: the opponent immediately discards 1~Magic Dice.
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
One use only. Duration: One Phase. The first time the model suffers an unsaved wound from an attack with Multiple Wounds (X), it gains Immune (Multiple Wounds).
+3~Arm. The models Armour value can never be improved beyond~5.
+1~Arm.
The bearer must reroll its failed Armour Saves. The bearer automatically fails all Aegis Saves and Regeneration Saves, regardless of whether Using the Shield or not.
The wearer gains Holy Vows, and all Armour Save rolls of~1 made by the wearer must be rerolled.