Correspondence of translations with another language
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Additional Limbs
The model’s Mobility is set to~10, and its Armour Equipment is set to~3.
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Additional Limbs
The model’s Mobility is set to~10, and its Armour Equipment is set to~3.
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Wings
The model’s Mobility is set to~8, and it gains Fly.
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Wings
The model’s Mobility is set to~8, and it gains Fly.
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Metal Armour
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Metal Armour
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Hell-Forged Armour
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Hell-Forged Armour
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Vanguard
After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
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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 Vanguard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Vanguard~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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Vanguard
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 Vanguard~Mob), they alternate moving their units one by one, starting with the unit the Defender has given Vanguard~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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BeastTaker
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BeastTaker
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Hard Target
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
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Hard Target
Shooting Attacks allocated against a Health Pool with Hard Target suffer X to hit.
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BigBrotherWdg
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BigBrotherWdg
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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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Swiftstride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swiftstride gain Maximised.
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Swiftstride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swiftstride gain Maximised.
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Deeds not Words
The model part benefits from Fury, Hatred while joined to one or more Rank-and-File models with Human.
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Deeds not Words
The model part benefits from Fury, Hatred while joined to one or more Rank-and-File models with Human.
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Monstrous Familiar
Living Steel (),
Corruption of Tin (),
Hellfire ()
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Monstrous Familiar
Living Steel (),
Corruption of Tin (),
Hellfire ()
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Feigned Flight
Agile and elusive, certain warriors excel at hit-and-run tactics, harassing foes before vanishing into the shadows. Striking swiftly and with precision, they can disappear before the enemy is able to form a response, often drawing their foes out of position in the attempt to give chase.%
A unit entirely with Feigned Flight automatically passes any Rally Test it takes after voluntarily becoming Shaken.
In addition, models with Fearless and Feigned Flight ignore Fearless for the purposes of choosing ’Flee!’ as a Charge reaction. I.e. if every model with Fearless in a (combined) unit has Feigned Flight, the unit can ’Flee!’.
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Feigned Flight
Agile and elusive, certain warriors excel at hit-and-run tactics, harassing foes before vanishing into the shadows. Striking swiftly and with precision, they can disappear before the enemy is able to form a response, often drawing their foes out of position in the attempt to give chase.%
A unit entirely with Feigned Flight automatically passes any Rally Test it takes after voluntarily becoming Shaken.
In addition, models with Fearless and Feigned Flight ignore Fearless for the purposes of choosing ’Flee!’ as a Charge reaction. I.e. if every model with Fearless in a (combined) unit has Feigned Flight, the unit can ’Flee!’.
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FistOfTheMakhar
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FistOfTheMakhar
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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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FollowTheHerd
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FollowTheHerd
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Skinning Lash
Sweeping Attack) (1).
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Skinning Lash
Sweeping Attack) (1).
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GiantClubWdg
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GiantClubWdg
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GiantRecurveBow
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GiantRecurveBow
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GiantSeeGiantDoMakhar
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GiantSeeGiantDoMakhar
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GiantSeeGiantDoWdg
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GiantSeeGiantDoWdg
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KarkadanBulls
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KarkadanBulls
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Release the Hounds
One use only. Duration: End of Turn. Can be activated at the start of any friendly Player Turn: the unit gains +2~Mob and Devastating Charge (+1~Att, +1~Str).
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Release the Hounds
One use only. Duration: End of Turn. Can be activated at the start of any friendly Player Turn: the unit gains +2~Mob and Devastating Charge (+1~Att, +1~Str).
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Tribal Warspear
+1~Str, Multiple Wounds (D3, towards Height~4--5).
The wielder is an Attachable Model, gains Exclusive (Barbarians) and loses Solitary. No more than a single model with Tribal Warspear can ever be joined to the same unit.
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Tribal Warspear
+1~Str, Multiple Wounds (D3, towards Height~4--5).
The wielder is an Attachable Model, gains Exclusive (Barbarians) and loses Solitary. No more than a single model with Tribal Warspear can ever be joined to the same unit.
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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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MakharBattleFever
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MakharBattleFever
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RallyAndShoot
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RallyAndShoot
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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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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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Rod of Battle
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.
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Rod of Battle
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.
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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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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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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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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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Death Cheater
+1~Arm, and Regeneration (4+).
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Death Cheater
+1~Arm, and Regeneration (4+).
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Supernatural Dexterity
+3~Def and +3~Off.
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Supernatural Dexterity
+3~Def and +3~Off.
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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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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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makharEndlessPlain
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makharEndlessPlain
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Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
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Mask of Mindless Violence
Rage. All Melee Attacks made by or against the wearer gain +1 to hit.
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Spell Scroll#1{}{~(#1)}
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.
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Spell Scroll#1{}{~(#1)}
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.
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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 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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spiritOfTheHerd
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spiritOfTheHerd
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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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turulRadiantHeaddress
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turulRadiantHeaddress
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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 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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