Correspondence of translations with another language
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Attached
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
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
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Ancient Grudge
During Pre-game~Selections, a Dwarven Holds army marks units on the opponent’s Army List with Grudge Markers (note that Characters can be marked, too). The number of Grudge Markers placed is equal to the number of instances of on units in your Army List.
All model parts with Dwarf in your army gain First Strike (Hatred (towards units containing a Grudge Marker)).
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Ancient Grudge
During Pre-game~Selections, a Dwarven Holds army marks units on the opponent’s Army List with Grudge Markers (note that Characters can be marked, too). The number of Grudge Markers placed is equal to the number of instances of on units in your Army List.
All model parts with Dwarf in your army gain First Strike (Hatred (towards units containing a Grudge Marker)).
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Ambush
This is just invisible text for proper layout display\ of stealth may strike when least expected. Their ambush tactics keep foes on edge.\ is just invisible text for proper layout display
Any unit entirely with Ambush may choose to not be Deployed normally, but to be placed in Ambush by simply not being placed on the Battlefield during Deployment. A unit placed in Ambush will arrive on the Battlefield later during the game.
From your Player Turn~2 and onwards, roll a~D6 for each unit placed in Ambush at the start of the Movement Phase: every unit that rolls a~3+ will arrive on the Battlefield if possible.
During your Player Turn~5 and~6, this roll is always considered to have rolled a~3+.
When a unit arrives on the Battlefield, choose a point as specified by~X.
referenceonlyIf no suitable point is available where the unit can be placed on the Battlefield, the unit cannot arrive on the Battlefield this turn.referenceonly
Deploy each unit arriving on the Battlefield with at least three of its four corners within~6 from the chosen point in any valid formation following the Unit Spacing rule.
There must be no other units or Impassable Terrain directly located between any point on the Unit Boundary and the chosen point. See the figure below for examples.
Ambushing units count as having performed an Advance Move when they arrive on the Battlefield, and cannot perform any Move in the same Phase.
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If an Ambushing unit does not arrive on the Battlefield by the end of the game, it is removed as a casualty.
An Attachable Model placed in Ambush can be Deployed joined to a unit placed in Ambush with the same X value, following the usual restrictions. It may choose a unit to be joined to during each of your Player Turns, before rolling to see if your Ambushing units arrive on the Battlefield.
Make a single dice roll for the Combined Unit.
Note: Attached has no effect on this; the choice of a unit to be Deployed in Ambush in may change each turn.
A unit arriving on the Battlefield in Game Turn~6 loses Scoring.
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Deploying Ambushing units.
In these examples, the unit has Ambush (Battlefield Edge). The unit with the yellow check mark is placed in a valid position, while the two units with red crosses are not: the left one because there is an Impassable Terrain Feature between the Unit Boundary and the chosen point, and the right one because parts of the unit are more than~6 away from the chosen point.
figure/ambush
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Ambush
This is just invisible text for proper layout display\ of stealth may strike when least expected. Their ambush tactics keep foes on edge.\ is just invisible text for proper layout display
Any unit entirely with Ambush may choose to not be Deployed normally, but to be placed in Ambush by simply not being placed on the Battlefield during Deployment. A unit placed in Ambush will arrive on the Battlefield later during the game.
From your Player Turn~2 and onwards, roll a~D6 for each unit placed in Ambush at the start of the Movement Phase: every unit that rolls a~3+ will arrive on the Battlefield if possible.
During your Player Turn~5 and~6, this roll is always considered to have rolled a~3+.
When a unit arrives on the Battlefield, choose a point as specified by~X.
referenceonlyIf no suitable point is available where the unit can be placed on the Battlefield, the unit cannot arrive on the Battlefield this turn.referenceonly
Deploy each unit arriving on the Battlefield with at least three of its four corners within~6 from the chosen point in any valid formation following the Unit Spacing rule.
There must be no other units or Impassable Terrain directly located between any point on the Unit Boundary and the chosen point. See the figure below for examples.
Ambushing units count as having performed an Advance Move when they arrive on the Battlefield, and cannot perform any Move in the same Phase.
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If an Ambushing unit does not arrive on the Battlefield by the end of the game, it is removed as a casualty.
An Attachable Model placed in Ambush can be Deployed joined to a unit placed in Ambush with the same X value, following the usual restrictions. It may choose a unit to be joined to during each of your Player Turns, before rolling to see if your Ambushing units arrive on the Battlefield.
Make a single dice roll for the Combined Unit.
Note: Attached has no effect on this; the choice of a unit to be Deployed in Ambush in may change each turn.
A unit arriving on the Battlefield in Game Turn~6 loses Scoring.
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Deploying Ambushing units.
In these examples, the unit has Ambush (Battlefield Edge). The unit with the yellow check mark is placed in a valid position, while the two units with red crosses are not: the left one because there is an Impassable Terrain Feature between the Unit Boundary and the chosen point, and the right one because parts of the unit are more than~6 away from the chosen point.
figure/ambush
figure
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Great Weapon
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Great Weapon
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Metal Armour
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Metal Armour
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Entrench
All friendly units within 6 of a model with Entrench benefit from Hard Target (1).
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Entrench
All friendly units within 6 of a model with Entrench benefit from Hard Target (1).
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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.
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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:
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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.
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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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Beacon of Courage
When all seems lost, the familiar sight of the army’s most sacred emblem can bring back courage to the desperate. This revered symbol, a rallying point, reminds troops of their cause, inspiring them to stand firm.
Friendly models in units within~X of a non-Shaken friendly model with Beacon of Courage) benefit from Courageous.
Courageous: a unit containing Courageous must reroll failed Courage Tests.
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Beacon of Courage
When all seems lost, the familiar sight of the army’s most sacred emblem can bring back courage to the desperate. This revered symbol, a rallying point, reminds troops of their cause, inspiring them to stand firm.
Friendly models in units within~X of a non-Shaken friendly model with Beacon of Courage) benefit from Courageous.
Courageous: a unit containing Courageous must reroll failed Courage Tests.
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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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Bodyguard
While a Character is joined to a unit containing Bodyguard and the Character fulfills at least one of the requirements defined by X that, Character then benefits from [stubborn]Stubborn.
In addition, if the unit it is joined to has at least one Proper Rank, the unit is considered to be Steadfast for the purposes of Break Tests.
Note: units entirely with Unstable do not take Break Tests.
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Bodyguard
While a Character is joined to a unit containing Bodyguard and the Character fulfills at least one of the requirements defined by X that, Character then benefits from [stubborn]Stubborn.
In addition, if the unit it is joined to has at least one Proper Rank, the unit is considered to be Steadfast for the purposes of Break Tests.
Note: units entirely with Unstable do not take Break Tests.
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Shrapnel Bombs
The model gains Sweeping Attack) (D6 (2), Str~3, AP~1).
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Shrapnel Bombs
The model gains Sweeping Attack) (D6 (2), Str~3, AP~1).
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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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Brothers of Vengeance
The model gains Hard Target (1), Light Troops, Skirmisher, Vanguard~Mob).
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Brothers of Vengeance
The model gains Hard Target (1), Light Troops, Skirmisher, Vanguard~Mob).
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Monster Seeker
The~model~gains Multiple Wounds (2, towards Height~3--5). In addition, when a unit containing this rule Charges a unit containing a model with Height~3-5, its Charge Range roll gains Maximised.
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Monster Seeker
The~model~gains Multiple Wounds (2, towards Height~3--5). In addition, when a unit containing this rule Charges a unit containing a model with Height~3-5, its Charge Range roll gains Maximised.
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Whirling Chains of Doom
The wielder gains +1D3~Grind Attacks when engaged with an enemy unit containing a Grudge Marker.
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Whirling Chains of Doom
The wielder gains +1D3~Grind Attacks when engaged with an enemy unit containing a Grudge Marker.
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Forge Gun
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Forge Gun
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Devastating Charge
A Charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Rules and Characteristic modifiers stated in brackets.
For example, a model part with Devastating Charge (+1~Str) gains +1~Str when Charging.
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Devastating Charge
A Charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Rules and Characteristic modifiers stated in brackets.
For example, a model part with Devastating Charge (+1~Str) gains +1~Str when Charging.
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Wyrm-Slayer Rocket
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Wyrm-Slayer Rocket
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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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Crag Warden
The model gains Hard Target (1), Light Troops,Skirmisher.
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Crag Warden
The model gains Hard Target (1), Light Troops,Skirmisher.
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Grim Resolve
The model gains +1~Att for each enemy model in contact with it. In addition, when a unit containing this rule Charges a unit containing a model with Height~0-2, its Charge Range roll gains Maximised.
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Grim Resolve
The model gains +1~Att for each enemy model in contact with it. In addition, when a unit containing this rule Charges a unit containing a model with Height~0-2, its Charge Range roll gains Maximised.
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Disciplined
Command Tests taken by a unit containing Disciplined benefit from Minimised.
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Disciplined
Command Tests taken by a unit containing Disciplined benefit from Minimised.
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Flaming Shots
The model’s Shooting Attacks become Flaming Attacks, Magical Attacks.
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Flaming Shots
The model’s Shooting Attacks become Flaming Attacks, Magical Attacks.
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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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Runic Anvil
The model must select three different . Note which spells are selected on the Army List. The Range of these spells is set to~36. The model cannot cast Bound Spells in the same Player Turn that it performed a Move Manoeuvre.
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Runic Anvil
The model must select three different . Note which spells are selected on the Army List. The Range of these spells is set to~36. The model cannot cast Bound Spells in the same Player Turn that it performed a Move Manoeuvre.
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Rune Crafted
The model’s Shooting Weapon gains Magical Attacks and the effects within brackets.
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Rune Crafted
The model’s Shooting Weapon gains Magical Attacks and the effects within brackets.
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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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Runic Engravings
During Pre-game~Selections, each unit must select one of the following effects, with Duration: Permanent.
itemize
+1~Str, +1~AP.
+3~Agi, Vanguard~Mob).
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Runic Engravings
During Pre-game~Selections, each unit must select one of the following effects, with Duration: Permanent.
itemize
+1~Str, +1~AP.
+3~Agi, Vanguard~Mob).
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Shrapnel Grenades
One use only. Duration: One Phase. Can be activated in the Movement Phase: the model gains Sweeping Attack) (D3, Str~3, AP~1).
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Shrapnel Grenades
One use only. Duration: One Phase. Can be activated in the Movement Phase: the model gains Sweeping Attack) (D3, Str~3, AP~1).
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Hold
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Hold
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Kingsoath
The model part gains +1~Att. The extra Melee Attack resulting from Kingsoath can only be allocated towards targets in a unit containing a Grudge Marker.
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Kingsoath
The model part gains +1~Att. The extra Melee Attack resulting from Kingsoath can only be allocated towards targets in a unit containing a Grudge Marker.
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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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Rune Craft Mastery
Melee Attacks from models in a unit containing gain +1~AP.
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Rune Craft Mastery
Melee Attacks from models in a unit containing gain +1~AP.
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Weapon Master
This is just invisible text for proper layout display\ takes impressive skill to become fully adept in using more than one weapon. Yet some warriors master the art of wielding diverse weaponry, and employing the most effective tools for any situation.\ is just invisible text for proper layout display
The model part may choose what Melee Weapon to use in each Round of Combat, instead of only in the First Round of Combat.
In addition, it may choose to use a Hand Weapon or Innate Weapons even if it has other Melee Weapons. If armed with an Enchanted Weapon, it must still use it (i.e. it only needs to conform to the Priority of weapon choice).
All Rank-and-File models in a unit still need to choose the same weapon.
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Weapon Master
This is just invisible text for proper layout display\ takes impressive skill to become fully adept in using more than one weapon. Yet some warriors master the art of wielding diverse weaponry, and employing the most effective tools for any situation.\ is just invisible text for proper layout display
The model part may choose what Melee Weapon to use in each Round of Combat, instead of only in the First Round of Combat.
In addition, it may choose to use a Hand Weapon or Innate Weapons even if it has other Melee Weapons. If armed with an Enchanted Weapon, it must still use it (i.e. it only needs to conform to the Priority of weapon choice).
All Rank-and-File models in a unit still need to choose the same weapon.
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Magic Resistance
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic.
Whenever an enemy spell targets one or more friendly units containing Magic Resistance:
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Identify the highest Magic Resistance value across all targeted friendly units
Reduce the Casting Roll by this value
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Magic Resistance
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a natural dampener of magic.
Whenever an enemy spell targets one or more friendly units containing Magic Resistance:
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Identify the highest Magic Resistance value across all targeted friendly units
Reduce the Casting Roll by this value
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Shield Wall
Models of Height~1--3 using a Hand Weapon and a Shield simultaneously gain Aegis (6+, against Melee Attacks from models Engaged in their Front Facing), as well as Aegis (5+, against Melee Attacks from Charging models Engaged in their Front Facing).
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Shield Wall
Models of Height~1--3 using a Hand Weapon and a Shield simultaneously gain Aegis (6+, against Melee Attacks from models Engaged in their Front Facing), as well as Aegis (5+, against Melee Attacks from Charging models Engaged in their Front Facing).
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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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Throne Buff
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Throne Buff
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Wall Of Steel
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Wall Of Steel
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Rune of Steel
Must reroll failed Armour Save rolls.
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Rune of Steel
Must reroll failed Armour Save rolls.
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Rune of Dragon’s Breath
Breath Attack (Str~4, AP~1, Flaming Attacks, Magical Attacks).
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Rune of Dragon’s Breath
Breath Attack (Str~4, AP~1, Flaming Attacks, Magical Attacks).
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Rune of Smashing
Attacks allocated towards a model with Resilience~5 or more have both their Strength and their Armour Penetration set to~10.
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Rune of Smashing
Attacks allocated towards a model with Resilience~5 or more have both their Strength and their Armour Penetration set to~10.
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Rune of Craftsmanship
The weapon follows the rules for Great Weapon instead of its original Weapon Rules.
This does not prevent it from being engraved with additional .
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Rune of Craftsmanship
The weapon follows the rules for Great Weapon instead of its original Weapon Rules.
This does not prevent it from being engraved with additional .
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Rune of Harnessing
In each of your opponent’s Magic Phases, immediately after Excess Magic, they must discard 1~Magic Dice.
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Rune of Harnessing
In each of your opponent’s Magic Phases, immediately after Excess Magic, they must discard 1~Magic Dice.
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Rune of Channeling
Channel (1). This Rune can only be used if the model’s army total combined value for Channel is 3 or less (excluding Channel from this Rune).
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Rune of Channeling
Channel (1). This Rune can only be used if the model’s army total combined value for Channel is 3 or less (excluding Channel from this Rune).
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Rune of Courage
One use only. Duration: Round of Combat. Can be activated during Combat Choices: the bearer gains Stubborn.
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Rune of Courage
One use only. Duration: Round of Combat. Can be activated during Combat Choices: the bearer gains Stubborn.
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Rune of Destruction
Multiple Wounds (D3).
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Rune of Destruction
Multiple Wounds (D3).
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Rune of Devouring
One use only. The player can choose to use this Rune instead of performing a Dispelling Roll : the spell is cast as normal, but the Caster may not cast it again for the rest of the game.
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Rune of Devouring
One use only. The player can choose to use this Rune instead of performing a Dispelling Roll : the spell is cast as normal, but the Caster may not cast it again for the rest of the game.
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Rune of Fire
During Combat Choices, the wielder may gain Flaming Attacks. Duration: Round of Combat.
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Rune of Fire
During Combat Choices, the wielder may gain Flaming Attacks. Duration: Round of Combat.
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Rune of Kinship
The bearer gains Ambush (Battlefield Edge), Scout, Van\-guard~Mob)}.
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Rune of Kinship
The bearer gains Ambush (Battlefield Edge), Scout, Van\-guard~Mob)}.
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Rune of Iron
+1~Arm.
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Rune of Iron
+1~Arm.
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Rune of Anger
+1~Att.
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Rune of Anger
+1~Att.
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Rune of the Forge
Aegis (3+, against Flaming Attacks).
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Rune of the Forge
Aegis (3+, against Flaming Attacks).
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Rune of Grounding
One use only. Can be activated during Combat Choices: all spells with Duration: One Turn that affect any of the following units come to an end:
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The bearer’s unit.
Enemy units in contact with the bearer’s unit.
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Rune of Grounding
One use only. Can be activated during Combat Choices: all spells with Duration: One Turn that affect any of the following units come to an end:
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The bearer’s unit.
Enemy units in contact with the bearer’s unit.
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Rune of Mining
During Pre-game~Selections, choose a Terrain Feature on the Battlefield: as long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Manoeuvre (Advance, March, Reform), but must still follow the Unit Spacing rule at the end of their move.
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Rune of Mining
During Pre-game~Selections, choose a Terrain Feature on the Battlefield: as long as the bearer is on the Battlefield, all friendly models may treat this Terrain Feature as Open Terrain when making a Move Manoeuvre (Advance, March, Reform), but must still follow the Unit Spacing rule at the end of their move.
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Rune of Denial
One use only. You can choose to use this Rune instead of performing a Dispelling Roll: the spell is automatically dispelled.
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Rune of Denial
One use only. You can choose to use this Rune instead of performing a Dispelling Roll: the spell is automatically dispelled.
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Rune of Penetration
+3~AP.
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Rune of Penetration
+3~AP.
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Rune of Might
+1~Str, +1~AP.
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Rune of Might
+1~Str, +1~AP.
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Rune of Precision
+1 to hit.
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Rune of Precision
+1 to hit.
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Rune of Readiness
One use only. Can be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved: if the bearer’s unit was successfully charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
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Rune of Readiness
One use only. Can be activated at the end of the Charge Phase, immediately after all Charge Moves have been resolved: if the bearer’s unit was successfully charged during this phase, it may perform a Combat Reform (following the normal rules for Combat Reforms).
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Rune of Shielding
Aegis (+1, max.~4+), which can only stack with itself and .
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Rune of Shielding
Aegis (+1, max.~4+), which can only stack with itself and .
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Rune of Quickening
+3~Agi.
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Rune of Quickening
+3~Agi.
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Rune of Lightning
Grind Attack) (D3, Str~4, AP~1, Lightning Attacks,Magical Attacks, Unmodifiable)}.
A model with two instances of this Rune increases the number of hits to~#1D3 (2). Note that these hits are not affected by the effects of other.
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Rune of Lightning
Grind Attack) (D3, Str~4, AP~1, Lightning Attacks,Magical Attacks, Unmodifiable)}.
A model with two instances of this Rune increases the number of hits to~#1D3 (2). Note that these hits are not affected by the effects of other.
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Rune of Resistance
Resistance.
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Rune of Resistance
Resistance.
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Rune of Returning
Can be used as a Shooting Weapon with the following profile:\vspace*{3pt} 2{8}{1}{User}{User}{Accurate, Quick to Fire}
\vspace*{5pt}The effects of other apply to Shooting Attacks made with this weapon (even if their effects were normally restricted to Melee Attacks, including Special Attacks).
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Rune of Returning
Can be used as a Shooting Weapon with the following profile:\vspace*{3pt} 2{8}{1}{User}{User}{Accurate, Quick to Fire}
\vspace*{5pt}The effects of other apply to Shooting Attacks made with this weapon (even if their effects were normally restricted to Melee Attacks, including Special Attacks).
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Rune of Retribution
When the model successfully makes an Aegis Save from , it immediately inflicts 1 hit towards the Health Pool of the model that caused the wound, using the same Strength and Armour Penetration as the saved attack with Automatic Hits. This hit is resolved before any casualties are removed and does not benefit from Weapon Rules or .
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Rune of Retribution
When the model successfully makes an Aegis Save from , it immediately inflicts 1 hit towards the Health Pool of the model that caused the wound, using the same Strength and Armour Penetration as the saved attack with Automatic Hits. This hit is resolved before any casualties are removed and does not benefit from Weapon Rules or .
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Rune of Storms
One use only. Duration: End of Turn. Can be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within~24 of the bearer: the Charge Speed and Mobility of all models with Fly in that unit are halved, rounding fractions up.
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Rune of Storms
One use only. Duration: End of Turn. Can be activated at the start of the opponent’s Player Turn. Choose a single enemy unit within~24 of the bearer: the Charge Speed and Mobility of all models with Fly in that unit are halved, rounding fractions up.
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Rune of Accuracy
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Rune of Accuracy
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Rune of Chain Lightning
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Rune of Chain Lightning
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Rune of Fire
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Rune of Fire
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Rune of Invisibility
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Rune of Invisibility
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Rune of Maiming
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Rune of Maiming
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Rune of Relocation
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Rune of Relocation
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Runic Standard of Dismay
Charge Range rolls against the bearer’s unit suffers from Minimised.
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Runic Standard of Dismay
Charge Range rolls against the bearer’s unit suffers from Minimised.
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Runic Standard of Swiftness
The bearer’s unit gains Van\-guard~Mob)}.
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Runic Standard of Swiftness
The bearer’s unit gains Van\-guard~Mob)}.
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Runic Standard of the Anvil
Whenever a friendly unit Charges an enemy unit already Engaged in Combat with the bearer’s unit and fails its Charge Range roll, it must reroll that roll.
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Runic Standard of the Anvil
Whenever a friendly unit Charges an enemy unit already Engaged in Combat with the bearer’s unit and fails its Charge Range roll, it must reroll that roll.
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Runic Standard of the Hold
All models in the bearer’s unit benefit from Resolute. If the unit contains a model that already has Resolute from another source, the unit is considered to have two additional Proper Ranks instead of one.
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Runic Standard of the Hold
All models in the bearer’s unit benefit from Resolute. If the unit contains a model that already has Resolute from another source, the unit is considered to have two additional Proper Ranks instead of one.
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Runic Standard of Grudges
1.
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Runic Standard of Grudges
1.
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Runic Standard of Wisdom
Select a single and write it on your Army List: this can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
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Runic Standard of Wisdom
Select a single and write it on your Army List: this can be cast by the bearer as a Bound Spell. It can only target the bearer’s own unit.
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Runic Standard of Steadiness
One use only. Duration: End of Turn. Can be activated at the start of any Movement Phase: the bearer’s unit loses Unwieldy.
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Runic Standard of Steadiness
One use only. Duration: End of Turn. Can be activated at the start of any Movement Phase: the bearer’s unit loses Unwieldy.
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