Death Cheater
The wearer gains +1 Armour and Fortitude (4+).
The wearer gains +1 Armour and Fortitude (4+).
The wearer gains Aegis (4+). In addition, its Armour is set to 3 and can never be improved beyond this.
The wearer’s Armour is set to 5 and can never be improved beyond this.
The bearer may choose to reroll its failed Armour Saves while using this Shield. If the reroll from Dusk Forged is failed, the bearer automatically fails any Special Save against that wound.
The wearer gains +2 Armour against non-Magical Attacks.
The wearer gains +1 Armour and Aegis (3+, against Flaming Attacks). The wearer automatically fails all Fortitude Saves.
The wearer gains +1 Armour and suffers −2 Offensive Skill.
While using this Shield, the bearer cannot use Parry, gains +1 Armour, and Impact Hits distributed onto the bearer suffer −2 Armour Penetration.
Носитель получает +1 Очко здоровья и Живучесть (5+). Успешные броски на попадание Атак ближнего боя против носителя должны быть переброшены.
During Spell Selection, randomise a Magic Path (from all Paths in this book). The bearer is a Wizard Apprentice using the randomised Path. It cannot select the Hereditary Spell. The bearer cannot take any Special Items nor any other upgrades that are restricted to Wizards (or any types of Wizards).
Unless the bearer has Protean Magic, it knows one additional Learned Spell that it selects from the Learned Spells 1, 2, 3, and 4 of its chosen Path. In addition, the bearer cannot cast the Hereditary Spell.
The model’s range of Commanding Presence (if available) is increased by 3″, up to a maximum of 18″. If the model does not have Commanding Presence, it gains Commanding Presence whose range is always set to 3″.
The bearer gains Magic Resistance (2).
The bearer can cast a Bound Spell, Power Level (4/8):
Type: Augment. Range 18″. Duration: One Turn.
The target gains +1 to hit with its Close Combat Attacks.
One use only. May be activated after Siphon the Veil (at the end of step 3 of the Magic Phase Sequence).
When activated, pick an enemy model and select one of its Attribute, Bound, or Learned Spells. The selected model cannot cast the chosen instance of the spell during this Magic Phase. Only a single Binding Scroll may be activated during the same phase.
The bearer may choose up to two Paths on the Army List instead of one (from the ones normally available to it). During Spell Selection, choose which one of the two Paths to use. The bearer cannot select from the Learned Spells 5 and 6 of its chosen Path.
The bearer can cast Hand of Heaven (Thaumaturgy) as a Bound Spell with Power Level (4/8).
The bearer gains Aegis (5+).
The bearer gains Strider and, unless using Flying Movement, +2″ Advance Rate up to a maximum of 10″, and +4″ March Rate up to a maximum of 20″.
The bearer gains the Hereditary Spell during Spell Selection, always knows it in addition to its other spells, cannot select it during Spell Selection, andcannot replace or otherwise lose it.
One use only. A Wizard with this Artefact may add a single Magic Dice from its Magic Dice pool to one of its casting rolls or dispelling rolls, after seeing the casting or dispelling roll (note that casting rolls cannot exceed the limit of max 5 Magic Dice).
The bearer gains Channel (1).
The bearer gains Breath Attack (Str 3, AP 0, Flaming Attacks).
The firsts Dispelling Attempt in each enemy Magic Phase gains a +2 Dispelling Modifier, provided the bearer is on the Battlefield. When using a single Magic Dice for this Dispelling Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Dispelling Attempt, regardless of any modifiers.
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn the bearer gains Crush Attack.
The bearer gains Aegis (2+, against Flaming Attacks). The bearer automatically fails all Fortitude Saves.
One use only. May be activated when the bearer’s model fails an Armour Save. This failed Armour Save may be rerolled.
One use only. May be activated at the start of any Round of Combat. Until the end of the Player Turn, the bearer gains +3 Agility.
Сразу после Выкачивания из-за Завесы (т.е. превращения жетонов Завесы в Кубы магии), носитель может решить нанести D6 попаданий своему отряду. Эти попадания ранят автоматически и не могут быть отражены спасбросками любого рода. Если носитель делает это, его владелец получает дополнительные жетоны Завесы в количестве, равном половине Очков здоровья, потерянных отрядом, с округлением вверх.
Один раз за Фазу стрельбы носитель может сбросить 2 жетона Завесы из пула жетонов Завесы его владельца и выбрать отряд в пределах 6" от него, который еще не стрелял в эту Фазу стрельбы. Оружие с правилом Метод проб и ушибов в этом отряде получает +1 к броскам на ранение и свойство Магические атаки. Количество попаданий от Поломок увеличивается на D3. Эффект длится до конца фазы.
В конце каждой дружественной Фазы стрельбы носитель может переместить один дружественный маркер"Туннель" находящийся в пределах 24" от него в любом направлении на расстояние до 6".
Растаптывание вражеских отрядов в пределах 6" от носителя получает штраф в -2 на ранение.
Носитель получает правило За спинами и не может бросать вызовы на дуэль.
Модель получает правило Святой триумвират (см. Крысиный жрец) и относительно действия этого правила считается имеющей правила Пантеон богов Целизии и Культ Эррахмана.
The bearer can cast The Awakened Swarm (Hereditary Spell) as a Bound Spell with Power Level (4/8).
At the start of any friendly Shooting Phase, the bearer may detonate a single friendly Tunnel Marker within 24″ of it. If so, all units within 6″ of the Tunnel Marker suffer 2D6 hits with Strength 4 and Armour Penetration 1. Then remove the Tunnel Marker.
The wielder gains +X Attack Value while using this weapon, and attacks made with this weapon gain +X Strength, +X Armour Penetration, and Magical Attacks, where X is equal to the number of enemy Characters in base contact with the wielder’s unit. This bonus is calculated at the Initiative Step when the attacks are made.
Attacks made with this weapon gain +6 Armour Penetration, become Magical Attacks, and can never wound on to-wound rolls better than 3+.
The wielder gains +1 Attack Value while using this weapon. Attacks made with this weapon become Magical Attacks and always have at least Strength 5 and at least Armour Penetration 2.
The wielder gains +2 Offensive Skill and +2 Agility while using this weapon, and attacks made with it become Magical Attacks.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and become Magical Attacks.
Strength modifiers from this weapon (combining both mundane and Weapon Enchantment modifiers) cannot exceed +2 (but can exceed +2 through modifiers from other sources, such as spells).
At the start of each Round of Combat, the wielder may choose to have attacks made with this weapon become Divine Attacks and Flaming Attacks and Magical Attacks.
Failed to-wound rolls from attacks made with this weapon must be rerolled.
При использовании этого оружия носитель получает +1 к Количеству атак. Атаки, совершенные этим оружием, получают свойства Божественные атаки, Магические атаки и Множественные раны (D6). Их Сила устанавливается равной 10 и их Бронебойность устанавливается равной 3. В конце каждой дружественной Фазы движения носитель получает 1 попадание с правилом Токсические атаки, если он не связан в бою.
При использовании этим оружием носитель получает правило Перемалывающая атака (X), где"Х" - количество полных рядов в его отряде, но не больше 10. Эти Перемалывающие атаки отрабатываются с Силой 3, Бронебойностью 1 и свойством Магические атаки.
Дальность оружия устанавливается равной 18". Оружие получает +2 выстрела, +1 Брб, правила Точное и Магические атаки.
Aim 2+. Range is set to 24″. The weapon gains Flaming Attacks, Volley Fire, and Mishap (Roll to Hit).
If the weapon hits, it causes D6 hits whose Strength is set to 5 and whose Armour Penetration is set to 2.