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The bearer’s unit gains Magic Resistance (1).
The bearer’s unit gains Magic Resistance (1).
The bearer’s unit gains Stri\-der.
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
At the beginning of Vanguard Units (Battle Setup, step~3.F), the owner may remove the bearer’s unit from the Battlefield and redeploy it in a new formation following the usual restrictions. Attached models remain Attached.
The bearer’s unit gains Devastating Charge (Dis\-trac\-ting (1)).
The bearer’s unit gains Magic Resistance (1) and is always considered to be in Soft~Cover.
One use only. Duration: End of Combat. Can be activated during Combat Choices: Rank-and-File models in the bearer’s unit gain +1~AP.
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: 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: 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: One Phase. May be activated when the bearer’s unit Declares a Charge: the target of the Charge can only declare Hold! as its Charge Reaction, unless it is Shaken. The enemy unit may still declare Charge Reactions as normal if charged by other units.
One use only. Duration: Permanent. May be activated at the end of any friendly Movement Phase, if the bearer is Unengaged: place a Forest, in contact with the bearer and at least~1 away from enemy units and other Terrain Features. This Forest has the dimensions of a 106 rectangle. It follows the normal Forest rules, except it is Dangerous Terrain (6+) instead of any other instance of Dangerous Terrain.
One use only. Duration: Permanent. Can be activated in a friendly Magic Phase, before drawing a Flux card: the bearer loses all its Learned Spells from its selected Magic Path granted by Wizard Apprentice, Wiz\-ard Adept, Wizard Master, or Universal Swap (the Hereditary Spell, as well as spells granted by other sources, are unaffected). The bearer gains the same number of spells from a single other Path available to them during list creation. The spells are gained starting from the first spell of the Path, progressing towards the last spell of the Path. This does not change the bearer’s chosen Magic Path. Note: by doing so, it is possible that a single Wizard gain the same spell twice – yet they still won’t be able to cast that same spell multiple times (for example, a Death Cult Hierarch with Wiz\-ard Adept and Soul Conduit that selected spells \#1 and \#3 from Divination and swapped to Eternal Guardian during Battle Setup selects Evocation with Scroll of the Free Mind: they now know Whispers of the Veil twice, as well as Danse Macabre, and Eternal Guardian).
One use only. Duration: One Phase. Can be activated at any time during your Magic Phase: the bearer knows the spell indicated in brackets in addition to its other spells, unless they already know it.
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
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.
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.
+1~Str, +1~AP.
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
When attacking with this weapon, before rolling to hit, choose one model with Channel in the target unit: the chosen model replaces its rule Channel (X) with Channel (X1). Duration: One Turn.
+1~Att, +1~Str, and +1~ AP.
+1~Str and +1~AP. If the wielder causes any HP loss with this weapon, the wielder and all Rank-and-File models in its unit gain Dis\-trac\-ting (1), with Duration: Round of Combat
Number of Shots is always~1, Str~3, AP~2, Area Attack~(15), Direct Hit (Str~6, AP~4, Multiple Wounds (2)).
+3~Str.
+3~Def and +3~Off.
First Strike (Hatred, Zeal).
Attached, which cannot be lost, and Resistance (Melee Attacks).
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.
+1~HP, Aegis (5+),Fearless, ,Weakness (Flaming Attacks). The Armour Equipment value is set to~4 and can never be improved beyond this.
+2~Arm against non-Magical Attacks.
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).
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).
One use only. May be activated when a friendly unit within~8 fails a Charge Range roll: the Charge Range roll is rerolled.
One use only. May be activated at the end of any friendly Movement Phase if the bearer’s unit is Unengaged, consists entirely of Height~1 models, and is fully inside a Forest that is not in contact with any enemy model:
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Remove the bearer’s unit from the Battlefield.
Immediately place it back using Ambush (centre of Forest).
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If the unit cannot be placed, it is removed as a casualty where it was removed.
The bearer gains +3~Def.
One use only. Duration: One Phase. Can be activated during the Charge Phase or during the Shooting Phase. This is a Shooting Weapon with the following profile:
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Aim~2+, 30, Shots (3D6), Str~4, AP~1, Magical Attacks, Quick to Fire.
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cannot benefit from .
The bearer can cast a unique Bound Spell: Rod of Battle: Casting Value~(4+). Type: 18, Augment. Duration: One Turn. Effect: The target’s Standard Melee Attacks gain~+1 to hit and Magical Attacks.
Magic Resistance (2).
+3~Arm. The models Armour value can never be improved beyond~5.