Death Cheater
+1~Arm, and Regeneration (4+).
+1~Arm, and Regeneration (4+).
During Combat Choices, the bearer may gain either of the following, with Duration: Round of Combat:
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[] 1~Res, +1~Str, +1~AP
[] +1~Res, 1~Str, 1~AP
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Resistance.
+1~Res, and Regeneration (4+). The model loses Light Armour, Metal Armour, and automatically fails all its Armour Saves.
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).
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
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.
One use only. Duration: One Phase. May be activated during Combat Choices. Rank-and-File model parts with Wildhorn in the bearer’s unit have their Str set to~4 and their AP set to~1.
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
+3~Def and +3~Off.
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
Lethal Strike. Every time a Standard Melee Attack made with this weapon rolls a~6 to wound and causes a HP loss, the wielder may Recover 1~HP at the end of current the Agility Step (unless their model was removed as a casualty). Only 1~HP can be regained per phase with this item.
For each Standard Melee Attack allocated against the wielder’s model that results in a to-hit roll of~1, the wielder must perform a Standard Melee Attack at the end of the same Agility Step, before any casualties are removed. This overrides the normal restriction that attacks always strike at Agility Step~0. This attack must be allocated towards the model’s Health Pool that rolled the~1 to hit, and it does not count against the number of attacks the wielder’s model can make due to Restricted Attacks.
+2~Att, +2~Str, +2~AP, and Dis\-trac\-ting (1).
+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.
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
The wearer gains First Strike (Stubborn), and the wearer’s unit gains Unruly. In addition, all units entirely with Unruly within range of the wearer’s Commanding Presence (if applicable) gain First Strike (Stubborn).
The bearer gains Fury, Dying Blow.
All friendly units of , Razortusks and , excluding Characters, within~12 of the bearer gain Van\-guard~Mob)}.
Channel (2).
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).
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
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. Can be activated immediately after seeing the result of a Casting Roll ((step 3 of the Casting Spells sequence – Roll Dice)): the bearer may add one additional free Magic Dice to this Casting Roll. The limit of five Magic Dice still applies. Note: the use of a Power Scroll can trigger a Miscast.
One use only. Duration: One Turn. If the bearer is on the Battlefield, this item is automatically activated at the start of the first Game Turn; if not, it has no effect. All Ranged Attacks suffer~1 to hit.
One use only. Duration: Permanent. During Pre-game~Selections, place a Forest:
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Touching your Deployment Zone.
Not in contact with any other Terrain Feature .
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This Forest is a 106 rectangle, that can not be chosen for Primary or Secondary Objectives. Friendly units entirely with treat this Forest as part of their Deployment Zone for the purpose of where they can be Deployed. A unit that starts the game in contact with this Forest cannot declare a Charge in the first Player Turn of the first Game Turn.
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.
Afflict (1~Agi).
+3~Arm. The models Armour value can never be improved beyond~5.