Correspondence of translations with another language
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Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
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Attached#1~(#1)
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
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Paired Weapons
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Paired Weapons
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Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Attachable Models cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Van\-guard#1~(#1~)
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
itemize
If a value X is given, the unit’ Mobility is always~X during the Vanguard Move otherwise use the unit’s Mobility.
No model can move further than~12 during the Vanguard Move, regardless of its Mobility.
The unit cannot end the Vanguard Move within~6 of an enemy unit.
Attachable Models cannot leave a unit as part of the Vanguard Move.
itemize
If both players have units entirely with Van\-guard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Van\-guard~Mob) (3) to.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
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Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1~Arm. In addition, any Height~1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour Equipment.
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Braziers
In each Shooting Phase, before selecting its target, a unit containing Braziers may choose to gain Flaming Attacks (Shooting), with Duration: One Phase.
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Braziers
In each Shooting Phase, before selecting its target, a unit containing Braziers may choose to gain Flaming Attacks (Shooting), with Duration: One Phase.
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Castle Guard
The model gains Commonfolk and the Men-at-Arms model part gains Spear.
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Castle Guard
The model gains Commonfolk and the Men-at-Arms model part gains Spear.
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Champion of the Green Knight
The model part gains a . Place a Forest underneath the model until the model is removed as a casualty.
This Forest always extends up to the edges of the model’s Unit Boundary (and no further), even if the unit moves or changes its formation.
You may place a marker next to the unit instead.
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Champion of the Green Knight
The model part gains a . Place a Forest underneath the model until the model is removed as a casualty.
This Forest always extends up to the edges of the model’s Unit Boundary (and no further), even if the unit moves or changes its formation.
You may place a marker next to the unit instead.
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Knights Forlorn
The model gains Nobility and the Men-at-Arms model part gains .
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Knights Forlorn
The model gains Nobility and the Men-at-Arms model part gains .
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Chosen of the Snow Childe
When performing its Standard Melee Attacks, the model part gains +1~Att for each enemy model in contact with it; moreover, its Standard Melee Attacks ignore Parry.
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Chosen of the Snow Childe
When performing its Standard Melee Attacks, the model part gains +1~Att for each enemy model in contact with it; moreover, its Standard Melee Attacks ignore Parry.
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Clergy
The model gains Aegis (5+, against Magical Attacks).
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Clergy
The model gains Aegis (5+, against Magical Attacks).
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Commonfolk
The model gains Aegis (5+) while Engaged in the same Combined Combat as another friendly unit.
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Commonfolk
The model gains Aegis (5+) while Engaged in the same Combined Combat as another friendly unit.
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Courtier of the Dusk
The model gains Wizard Conclave (2).
*5pt
The unit selects its spells from the following:#1#2 (Fountain of Youth (),
Stone Skin (),
Mind Fog (),
Shrouded Steps (),)
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Courtier of the Dusk
The model gains Wizard Conclave (2).
*5pt
The unit selects its spells from the following:#1#2 (Fountain of Youth (),
Stone Skin (),
Mind Fog (),
Shrouded Steps (),)
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Courtier of the Dawn
The model gains Fly, Wizard Conclave (1)
*5pt
The unit selects its spells from the following:#1#2 (Predator’s Instinct ())
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Courtier of the Dawn
The model gains Fly, Wizard Conclave (1)
*5pt
The unit selects its spells from the following:#1#2 (Predator’s Instinct ())
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Stalwart Defence
Enemy units in Contact with the model lose Devastating Charge.
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Stalwart Defence
Enemy units in Contact with the model lose Devastating Charge.
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Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least~12 away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.
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Flickering Lights
Friendly units entirely with Height~1 within~3 of the model are considered to be in Soft~Cover.
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Flickering Lights
Friendly units entirely with Height~1 within~3 of the model are considered to be in Soft~Cover.
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Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
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Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the initial Align Move.
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Forest Guide
The model’s unit gains Magical Attacks, Stri\-der (Forest).
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Forest Guide
The model’s unit gains Magical Attacks, Stri\-der (Forest).
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Lance Formation
A unit entirely with only needs to have three files to form Proper Ranks.
However, the unit is never considered to have more than one Proper Rank for the purpose of Rank Bonus. Moreover, when in a unit that has exactly three files, each model part on a model with gains two instances of Fight in Extra Rank.
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Lance Formation
A unit entirely with only needs to have three files to form Proper Ranks.
However, the unit is never considered to have more than one Proper Rank for the purpose of Rank Bonus. Moreover, when in a unit that has exactly three files, each model part on a model with gains two instances of Fight in Extra Rank.
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Hooded Men
The model gains Hard Target (1), Skirmisher.
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Hooded Men
The model gains Hard Target (1), Skirmisher.
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The Quest
During Pre-game~Selections, an army containing The Quest selects a unit entry from the opponent’s Army Book, which cannot be a Character mount (but can be a Character Entry).
All instances of the selected Unit Entry in the opponent’s Army List are marked with a Quest Marker.
Model parts with The Quest benefit from Lethal Strike (against units containing a Quest Marker), Zeal (against units containing a Quest Marker).
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The Quest
During Pre-game~Selections, an army containing The Quest selects a unit entry from the opponent’s Army Book, which cannot be a Character mount (but can be a Character Entry).
All instances of the selected Unit Entry in the opponent’s Army List are marked with a Quest Marker.
Model parts with The Quest benefit from Lethal Strike (against units containing a Quest Marker), Zeal (against units containing a Quest Marker).
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Lance
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Lance
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Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
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Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility). If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
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Nobility
The model gains Aegis (5+, against no Armour Save).
This Aegis save can only be used against attacks where the model cannot take an Armour Save, or would automatically fail it.
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Nobility
The model gains Aegis (5+, against no Armour Save).
This Aegis save can only be used against attacks where the model cannot take an Armour Save, or would automatically fail it.
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Ordo Minister
Anytime during a friendly Magic Phase, before (step 5.A of the Magic Phase, Casting Spells), each unit containing may gain one of the following effects:
itemize
Raise 1~HP on a Rank-and-File Health Pool in the unit.
Discard 1~ and Recover 1~HP on any model in the unit.
itemize
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Ordo Minister
Anytime during a friendly Magic Phase, before (step 5.A of the Magic Phase, Casting Spells), each unit containing may gain one of the following effects:
itemize
Raise 1~HP on a Rank-and-File Health Pool in the unit.
Discard 1~ and Recover 1~HP on any model in the unit.
itemize
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Ordo Wardens
The model gains Clergy and the Men-at-Arms model part gains Great Weapon.
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Ordo Wardens
The model gains Clergy and the Men-at-Arms model part gains Great Weapon.
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Sacred Relic
A unit containing benefits from Fight in Extra Rank. In addition, when the unit is the target of an Orison while Engaged in Combat, add one to your pool. Ignore this effect if a Character with the Faith Knightly Principle is part of the model’s unit.
The Sacred Reliquary model part gains all Weapons of the Rank-and-File models in the unit it is joined to, with Duration: Permanent.
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Sacred Relic
A unit containing benefits from Fight in Extra Rank. In addition, when the unit is the target of an Orison while Engaged in Combat, add one to your pool. Ignore this effect if a Character with the Faith Knightly Principle is part of the model’s unit.
The Sacred Reliquary model part gains all Weapons of the Rank-and-File models in the unit it is joined to, with Duration: Permanent.
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Scorpion
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Scorpion
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Solemn Oath
The model benefits from Courageous while affected by a friendly model’s Commanding Presence.
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Solemn Oath
The model benefits from Courageous while affected by a friendly model’s Commanding Presence.
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Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
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Solitary
Units containing Solitary can never join other units, and can never be joined by other models. Note: if a model has both Solitary, Attached, it cannot be Deployed and is therefore considered a casualty.
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Traits of a Hero
The must choose one or two different .
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Traits of a Hero
The must choose one or two different .
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Trebuchet
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Trebuchet
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Warden of the Hooded Man
The model gains Terror. The model part gains a Lance, and its Standard Melee Attacks gain Multiple Wounds (2, against Height~4-5).
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Warden of the Hooded Man
The model gains Terror. The model part gains a Lance, and its Standard Melee Attacks gain Multiple Wounds (2, against Height~4-5).
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Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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Giant Slayer
Crush Attack. This Crush Attack gains +1 to hit towards models with Height~5.
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Destiny’s Call
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.
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Destiny’s Call
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.
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Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
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Vorpal Binding
Successful Armour Saves, Regeneration Saves and Aegis Saves against attacks made with Vorpal Binding must be rerolled.
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Dusk Forged
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.
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Dusk Forged
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.
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Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
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Warding of Unity
Attached, which cannot be lost, and Resistance (Melee Attacks).
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Touch of Greatness
+1~Str, +1~AP.
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Touch of Greatness
+1~Str, +1~AP.
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Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
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Basalt Infusion
+1~Armour Equipment, Aegis (3+, against Flaming Attacks), and the wearer automatically fails all Regeneration Saves.
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Fortress of Faith
The wearer gains Holy Vows, and all Armour Save rolls of~1 made by the wearer must be rerolled.
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Fortress of Faith
The wearer gains Holy Vows, and all Armour Save rolls of~1 made by the wearer must be rerolled.
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Binding Scroll
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
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Binding Scroll
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
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Black Knight’s Tonic
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).
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Black Knight’s Tonic
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).
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Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
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Dragon’s Brew
One use only. Duration: End of Turn Breath Attack (Str~4, AP~1, Flaming Attacks, Stand and Shoot).
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Shield Breaker
+6~AP.
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Shield Breaker
+6~AP.
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Sacred Chalice
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.
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Sacred Chalice
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.
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Mimic Cloak
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.
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Mimic Cloak
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.
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Magical Heirloom
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).
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Magical Heirloom
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).
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Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
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Hero’s Heart
+1~\AttackValueInitials, and always at least \StrengthInitials~5 and AP{}~2.
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Crown of the Wizard King
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).
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Crown of the Wizard King
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).
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Uther’s Mettle
+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).
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Uther’s Mettle
+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).
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Divine Judgement
If the wielder successfully completes a Charge, apply the following: +2~Str, +2~AP, with Duration: End of Combat.
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Divine Judgement
If the wielder successfully completes a Charge, apply the following: +2~Str, +2~AP, with Duration: End of Combat.
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Ghostly Guard
+2~Arm against non-Magical Attacks.
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Ghostly Guard
+2~Arm against non-Magical Attacks.
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Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
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Wild Warding
+3~Arm. The models Armour value can never be improved beyond~5.
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Prayer Etched
+1~Arm, and Aegis (+1, max.~4+).
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Prayer Etched
+1~Arm, and Aegis (+1, max.~4+).
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King Slayer
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.
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King Slayer
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.
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Mortal Reminder
+1~Str, +1~AP, and Terror.
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Mortal Reminder
+1~Str, +1~AP, and Terror.
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Percival’s Panoply
+2~Arm.
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Percival’s Panoply
+2~Arm.
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Scroll of Draining
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.
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Scroll of Draining
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.
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Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
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Potion of Swiftness
One use only. Duration: Round of Combat. +3~Agi.
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Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
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Potion of Healing
One use only. Duration: Instant. The bearer’s model Recovers 1~HP.
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Potion of Power Preservation
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.
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Potion of Power Preservation
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.
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Sigil of Protection
+1~Arm.
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Sigil of Protection
+1~Arm.
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Talisman of Shielding
Aegis (5+).
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Talisman of Shielding
Aegis (5+).
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Talisman of the Void
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).
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Talisman of the Void
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).
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Tristan’s Resolve
+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.
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Tristan’s Resolve
+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.
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Aether Icon
The bearer’s unit gains Magic Resistance (1).
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Banner of Courage
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 Courage
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 Roland
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.
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Banner of Roland
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.
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Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
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Banner of Speed
A unit containing a Banner of Speed gains +1~Charge Speed and +1~Mobility.
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Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
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Flaming Standard
One use only. Duration: End of Combat. Can be activated during Combat Choices: the bearer’s unit gains Flaming Attacks
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Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
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Sheltering Standard
Attacks with Armour Penetration~3 or less can never reduce the Armour Save roll of the bearer’s unit to worse than~6+.
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Stalker’s Standard
The bearer’s unit gains Stri\-der.
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Stalker’s Standard
The bearer’s unit gains Stri\-der.
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Castellan’s Crest
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.
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Castellan’s Crest
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.
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Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
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Distortion Emblem
One use only. Duration: End of Turn. May be activated at the start of any Phase. The bearer’s unit gains Hard Target (2).
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Lady’s Favour
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).
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Lady’s Favour
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).
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Relic Shroud
The bearer can cast Hereditary Spell as a Bound Spell (5).
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Relic Shroud
The bearer can cast Hereditary Spell as a Bound Spell (5).
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Oriflamme
The bearer’s unit gains Afflict (1~Dis), Horror.
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Oriflamme
The bearer’s unit gains Afflict (1~Dis), Horror.
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