Correspondence of translations with another language
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Underground Ambush
A unit with this rule follows the rules for Ambush with the following exception: instead of entering the Battlefield from a table edge, the unit enters the board from a location called the Underground Point.
To designate an Underground Point, the owning player selects any point on the Battlefield more than 3" away from enemy units and more than 1/2" away from Impassable Terrain. Roll aD6.On a result of 5+,the point stays where itis.
On any other result, move the point 2D6" in a random direction.
- If the Underground Point is located beneath an enemy unit, place the Ambushing unitin base contact with this enemy’s front facing instead (maximizing contact as normal). The arriving unit counts as having successfully charged, with no charge reaction allowed.
- Otherwise, the Underground Ambush unit is placed with the front of its first rank or back of its rear rank touching the Underground Point.
- If it is not possible to place the Ambushing unit for whatever reason,the Ambush is failed and the player must roll for Ambush again next turn.
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Underground Ambush
A unit with this rule follows the rules for Ambush with the following exception: instead of entering the Battlefield from a table edge, the unit enters the board from a location called the Underground Point.
To designate an Underground Point, the owning player selects any point on the Battlefield more than 3" away from enemy units and more than 1/2" away from Impassable Terrain. Roll aD6.On a result of 5+,the point stays where itis.
On any other result, move the point 2D6" in a random direction.
- If the Underground Point is located beneath an enemy unit, place the Ambushing unitin base contact with this enemy’s front facing instead (maximizing contact as normal). The arriving unit counts as having successfully charged, with no charge reaction allowed.
- Otherwise, the Underground Ambush unit is placed with the front of its first rank or back of its rear rank touching the Underground Point.
- If it is not possible to place the Ambushing unit for whatever reason,the Ambush is failed and the player must roll for Ambush again next turn.
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Halberd
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Halberd
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Sacred Ark
Sacred Ark: A Wizard mounted on an Ark of Ages adds 3" to the range of its non-Bound Spells and knows three additional spells:
- Truth of Time from Cosmology,
- Whispers of the Veil from Evocation,
- Hasten the Hour from Evocation
The Wizard gains these spells in addition to its normal spells. Duplicate spells are resolved following the normal rules for duplicate spells. This does not give the Wizard access to the Evocation of Souls.
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Sacred Ark
Sacred Ark: A Wizard mounted on an Ark of Ages adds 3" to the range of its non-Bound Spells and knows three additional spells:
- Truth of Time from Cosmology,
- Whispers of the Veil from Evocation,
- Hasten the Hour from Evocation
The Wizard gains these spells in addition to its normal spells. Duplicate spells are resolved following the normal rules for duplicate spells. This does not give the Wizard access to the Evocation of Souls.
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Aspen Bow
Shooting Weapon. Range 24", Strength 3, Volley Fire. This weapon ignores all shooting modifiers to hit.
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Aspen Bow
Shooting Weapon. Range 24", Strength 3, Volley Fire. This weapon ignores all shooting modifiers to hit.
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Paired Weapons
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Paired Weapons
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Light Armour
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Light Armour
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Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for
the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
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Armour Piercing (1)
Attacks made with this special rule and Close Combat Attacks made by parts of models with this special rule impose a -X penalty on the enemy’s Armour Saves taken against them (in addition to the normal modifier from the Strength of the attack). If an attack has more than one instance of the Armour Piercing special rule, use the highest value available for
the attack. If the value within brackets is preceded by a “+” sign, add the existing value to already existing Armour Piercing value instead (if the model already had Armour Piercing). If not, use the value directly.
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Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
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Magical Attacks
Attacks with this special rule or Attacks made by model parts with this special rule normally don’t have any special effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to all their attacks, including Special Attacks such as Stomp, Impact Hits, and Breath Attacks (unless stated otherwise).All attacks caused by spells and Magical Items have Magical Attacks .
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Necromantic Aura
All friendly units within 6" of one or more models with this special rule reduce the number of wounds caused by Ashes to Ashes and Unstable by 1. Models with Necromantic Aura cannot benefit from Necromantic Aura themselves.
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Necromantic Aura
All friendly units within 6" of one or more models with this special rule reduce the number of wounds caused by Ashes to Ashes and Unstable by 1. Models with Necromantic Aura cannot benefit from Necromantic Aura themselves.
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Autonomous
The unit may March even when outside the General's Inspiring Presence range.
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Autonomous
The unit may March even when outside the General's Inspiring Presence range.
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Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would
normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on).
The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or
Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that
finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
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Vanguard
After Deployment (including Scouts), units composed entirely of models with this special rule may perform a 12" move. The move is performed as if in the Remaining Moves subphase, including any actions and restrictions the unit would
normally have in the Remaining Moves subphase (such as Wheeling, Reforming, joining units, leaving units and so on).
The 12" distance is used instead of the unit's Movement Characteristic and no March Moves are allowed. This move cannot be used to move within 12" of enemy units. This is decreased to 6” for enemy units which have either Scouted or
Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that
finished deploying last. Instead of moving a unit, a player may declare to not move any more Vangarding units.
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Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
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Hard Target
Shooting Attacks targeting a unit in which more than half of models have this special rule suffer a -1 penalty when rolling to hit.
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Bodyguard
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains
Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified
Characters or Character types.
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Bodyguard
When a Character is joined to a unit in which at least one model has the Bodyguard special rule, that Character gains
Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified
Characters or Character types.
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Shield
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Shield
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Breath Weapon (Strength 4, Flaming Attacks)
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Breath Weapon (Strength 4, Flaming Attacks)
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Casket of Phatep - Not a character
The Casket of Phatep is not a Character, even though it counts towards the Characters category.
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Casket of Phatep - Not a character
The Casket of Phatep is not a Character, even though it counts towards the Characters category.
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Charnel Catapult
This weapon can be fired in two ways:
– As a Catapult (4) Artillery Weapon with
Range 12 - 60", Strength 3[7] [Multiple Wounds (D3, Clipped Wings)].
This weapon ignores all shooting modifiers to hit.
– As a Catapult (6) Artillery Weapon with
Range 12 - 48", Strength 3, Flaming Attacks and Magical Attacks.
This weapon ignores all shooting modifiers to hit.
Units that suffer at least one casualty from this weapon must take a Panic Test just as if it had suffered 25% casualties. Panic Tests caused by a Charnel Catapult are taken at -1 Leadership.
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Charnel Catapult
This weapon can be fired in two ways:
– As a Catapult (4) Artillery Weapon with
Range 12 - 60", Strength 3[7] [Multiple Wounds (D3, Clipped Wings)].
This weapon ignores all shooting modifiers to hit.
– As a Catapult (6) Artillery Weapon with
Range 12 - 48", Strength 3, Flaming Attacks and Magical Attacks.
This weapon ignores all shooting modifiers to hit.
Units that suffer at least one casualty from this weapon must take a Panic Test just as if it had suffered 25% casualties. Panic Tests caused by a Charnel Catapult are taken at -1 Leadership.
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Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
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Lethal Strike
If an Attack with this special rule, or a Close Combat Attack from a model part with this special rule rolls an unmodified '6' to wound, this Wound has Armour Piercing (6) and Regeneration Saves cannot be taken against it.
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Lethal Strike
If an Attack with this Special Rule, or a Close Combat Attack from a model with this Special Rule, rolls an
unmodified '6' to wound, this wound has Armour Piercing (6) and Regeneration saves cannot be taken against it.
If a multipart model has this rule, then the rule is only applied to the part of the model that has the rule.
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Lethal Strike
If an Attack with this Special Rule, or a Close Combat Attack from a model with this Special Rule, rolls an
unmodified '6' to wound, this wound has Armour Piercing (6) and Regeneration saves cannot be taken against it.
If a multipart model has this rule, then the rule is only applied to the part of the model that has the rule.
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Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
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Innate Defence (4+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (4+): +3 to Armour Save.
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Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
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Innate Defence (5+)
A model can only use one instance of Innate Defence, use the best available Innate Defence. Innate Defence (5+): +4 to Armour Save.
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Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1
penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
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Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1
penalty when rolling to hit. This to hit modifier cannot be combined with any other negative to hit modifiers.
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Divine Light
The Casket of Phatep adds +1 to Channel rolls in friendly Magic Phases. Enemy Wizards within 36"of one or more Caskets of Phatep suffer a -1 modifier to all of their casting rolls. When a Casket of Phatep is removed from play, all units within 12" suffer 3D3+3, Strength 1, Armour Piercing (6) hits.
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Divine Light
The Casket of Phatep adds +1 to Channel rolls in friendly Magic Phases. Enemy Wizards within 36"of one or more Caskets of Phatep suffer a -1 modifier to all of their casting rolls. When a Casket of Phatep is removed from play, all units within 12" suffer 3D3+3, Strength 1, Armour Piercing (6) hits.
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Divine Protection
If mounted by Hierophant the model gains Ward Save (4+).
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Divine Protection
If mounted by Hierophant the model gains Ward Save (4+).
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Dust to Dust
At the end of any phase in which the Hierophant is removed as a casualty, every unit in the army with one or more models with Dust to Dust must pass a Leadership Test or suffer a number of wounds equalto the amount by which the test was failed with no saves of any kind allowed. These wounds are distributed following the rules forUnstable, except that they can never be distributed to models that do not have DusttoDust. The number of wounds inflicted is reduced by 1 if the unit is receiving Hold Your Ground.
At the end of the Player Turn inwhich theHierophant was removed as a casualty, a new Hierophant may be selected.In order to do so, nominate an eligible Character who is a Wizard using Evocation. This Character is your new Hierophant.
At the start of each friendly Player Turn in which the army's Hierophant has been removed as a casualty (and no new Hierophant has been selected), every unit with the Dust to Dust special rule must once again pass a Leadership Test or suffer wounds as described above.
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Dust to Dust
At the end of any phase in which the Hierophant is removed as a casualty, every unit in the army with one or more models with Dust to Dust must pass a Leadership Test or suffer a number of wounds equalto the amount by which the test was failed with no saves of any kind allowed. These wounds are distributed following the rules forUnstable, except that they can never be distributed to models that do not have DusttoDust. The number of wounds inflicted is reduced by 1 if the unit is receiving Hold Your Ground.
At the end of the Player Turn inwhich theHierophant was removed as a casualty, a new Hierophant may be selected.In order to do so, nominate an eligible Character who is a Wizard using Evocation. This Character is your new Hierophant.
At the start of each friendly Player Turn in which the army's Hierophant has been removed as a casualty (and no new Hierophant has been selected), every unit with the Dust to Dust special rule must once again pass a Leadership Test or suffer wounds as described above.
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Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
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Scout
Before deploying an army that includes units with Scout, you must state which of your units with this special rule will use it, starting with the player that picked the Deployment Zone. Deploy your army as usual, but without deploying any of the Scouting units. These units are placed after all other non Scouting units have been deployed. They can either be deployed in your Deployment Zone, using the normal rules, or they can be deployed outside the Deployment Zone, but must be more than 18” away from any enemy units . This is decreased to 12” if the Scouting unit is deployed whole within a Forest, Ruin, Building, Field or Water Terrain Feature . Scouting units that are deployed outside their player’s Deployment Zone may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have Scouting units, alternate deploying one unit at a time, starting with the player that finished deploying first .
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Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
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Fear
All enemy units in base contact with one or more models with this special rule suffer a 1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each
Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round.
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Flammable
Attacks with the Flaming Attacks special rule must reroll failed to wound
rolls against models with this special rule.
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Flammable
Attacks with the Flaming Attacks special rule must reroll failed to wound
rolls against models with this special rule.
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Fly (6)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
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Fly (6)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
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Fly (9)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
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Fly (9)
Units composed entirely of models with this special rule can make Flying Movements in the Move Chargers and Remaining Moves sub‐phases. When a unit makes a Flying Movement, substitute the models’ Movement Characteristic with the value given in brackets (X). However, they cannot end their Movement inside or within 1” of a unit or Impassable Terrain (unless charging, when the normal exceptions to the Unit Spacing rule apply). Units using Flying Movement ignore any Terrain or units they fly over from their starting to their ending position, but they are still affected by the effects of the Terrain from which they take off and in which they land. Flying Movement can be used to March. Models with the Fly special rule also always have Swiftstride and Light Troops.
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Great Aspen Bow
Shooting Weapon. Range 36", Strength 5, Volley Fire; This weapon ignores all shooting modifiers to hit.
During the Close Combat Phase, this weapon counts as a Close Combat Weapon, and attacks made with it suffer a -1 Strength modifier when the enemy rolls for Armour Saves (this does not affect to-wound rolls).
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Great Aspen Bow
Shooting Weapon. Range 36", Strength 5, Volley Fire; This weapon ignores all shooting modifiers to hit.
During the Close Combat Phase, this weapon counts as a Close Combat Weapon, and attacks made with it suffer a -1 Strength modifier when the enemy rolls for Armour Saves (this does not affect to-wound rolls).
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Grinding Attacks (D3+1)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals D3+1 automatic hits with Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
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Grinding Attacks (D3+1)
Close Combat Attack at its own Initiative against a single enemy Unit in base contact. This attack deals D3+1 automatic hits with Strength equal to the model's own Strength. Can never benefit from equipment or Special Ruls. If a model has both Grinding Attacks and Impact Hits, it may only use one of these rule in the same combat phase.
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Royal Guard
Should a Pharaoh or Nomarch in the same unit as a Tomb Harbinger be attacked in Close Combat, before rolling to wound, one hit may be transferred onto a Tomb Harbinger in the same unit instead. A Tomb Harbinger may intervene against only a single attack in each Round of Combat and cannot intervene against hits suffered during a Challenge.
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Royal Guard
Should a Pharaoh or Nomarch in the same unit as a Tomb Harbinger be attacked in Close Combat, before rolling to wound, one hit may be transferred onto a Tomb Harbinger in the same unit instead. A Tomb Harbinger may intervene against only a single attack in each Round of Combat and cannot intervene against hits suffered during a Challenge.
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Guardian's Wrath
The Tomb Harbinger and all model parts in the same unit, except mounts , gain Hatred.
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Guardian's Wrath
The Tomb Harbinger and all model parts in the same unit, except mounts , gain Hatred.
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Light Lance
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Light Lance
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Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
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Light Troops
Units composed entirely of models with this special rule are allowed to make any number of Reforms when moving in the Remaining Moves subphase, while they may still Advance or March. They are allowed to shoot even if they Marched or Reformed. No model may move more than its Movement allowance (or twice that number if Marching), from its starting position to its final position, around any obstructions (including the Unit Spacing rule). If a model performed any action during the movement (such as Sweeping attacks), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.If more than half the models in a unit have the Light Troops special rule, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as it remains with the unit .
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Master of Stone
During the Deployment Phase after Scouts are set up, and at the beginning of each friendly Player Turn, choose a friendly unit consisting entirely of models with Undead Construct, within 18" of the Tomb Architect. This unit gains Regeneration (5+) until the end of the next Player Turn or until the Tomb Architect is removed from play, whichever comes first.
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Master of Stone
During the Deployment Phase after Scouts are set up, and at the beginning of each friendly Player Turn, choose a friendly unit consisting entirely of models with Undead Construct, within 18" of the Tomb Architect. This unit gains Regeneration (5+) until the end of the next Player Turn or until the Tomb Architect is removed from play, whichever comes first.
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Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
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Magic Resistance (2)
All models in a unit with one or more models with Magic Resistance add the value within brackets (X) to any Ward Save rolls (using the same rules as for adding to Armour Saves) when rolling Ward Saves against Wounds caused by spell effects. Magic Resistance, like most special rules, is not cumulative.
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Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
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Wizard Apprentice
Wizard Apprentices add +1 to their casting and dispelling rolls.
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Mummy's Curse
When a model with this rule is removed from play, the model which caused the final wound automatically suffers a Strength 6 hit with Armour Piercing (6). If more than one model was part of the action which brought the downfall of the character, the hit is randomly distributed like shooting.
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Mummy's Curse
When a model with this rule is removed from play, the model which caused the final wound automatically suffers a Strength 6 hit with Armour Piercing (6). If more than one model was part of the action which brought the downfall of the character, the hit is randomly distributed like shooting.
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Phatep's Curse
Unless the Casket of Phatep moved earlier in this Player Turn, it can cast the following Bound Spell: Power Level 4, Range 36", Hex, Damage. Duration: Instant. The target must take a Leadership Test with an additional D6. If failed, for each point the test is failed, the target suffers 1 wound with Armour Piercing (6).
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Phatep's Curse
Unless the Casket of Phatep moved earlier in this Player Turn, it can cast the following Bound Spell: Power Level 4, Range 36", Hex, Damage. Duration: Instant. The target must take a Leadership Test with an additional D6. If failed, for each point the test is failed, the target suffers 1 wound with Armour Piercing (6).
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Mount's Protection (6+)
No matter how many mounts a model has, it still only gains the largest bonus once.
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Mount's Protection (6+)
No matter how many mounts a model has, it still only gains the largest bonus once.
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Mount’s Protection (5+)
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Mount’s Protection (5+)
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Mount’s Protection (6+)
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Mount’s Protection (6+)
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Multiple Wounds (2, Monsters and Ridden Monsters)
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Multiple Wounds (2, Monsters and Ridden Monsters)
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Undead
Units with this special rule gain Unstable and Immune to Psychology. Undead units cannot March, unless they start their move within the range of a friendly model’s Inspiring Presence . The only Charge Reaction an Undead unit can make is Hold.
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Undead
Units with this special rule gain Unstable and Immune to Psychology. Undead units cannot March, unless they start their move within the range of a friendly model’s Inspiring Presence . The only Charge Reaction an Undead unit can make is Hold.
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Petrifying Gaze
Models with this rule may perform a special shooting attack with the following profile: Range 12”, Strength 2, Armour Piercing (6), Multiple Shots (D6+1), Quick to Fire. When rolling To Wound, use the highest Initiative of the model as its Toughness.
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Petrifying Gaze
Models with this rule may perform a special shooting attack with the following profile: Range 12”, Strength 2, Armour Piercing (6), Multiple Shots (D6+1), Quick to Fire. When rolling To Wound, use the highest Initiative of the model as its Toughness.
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War Platform
Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
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War Platform
Models with this special rule may join units as if they were Characters, even if they are not Characters and even if they are Large Targets, and follow the rules for Characters with regards to distributing hits. While joined to and moving with a unit consisting of 5 or more models (besides the War Platform itself) a model with the War Platform special rule may March even though its Troop Type would normally forbid it, for example if it is a Chariot. When joined to a unit, it must always be placed in the centre of the front rank, possibly pushing back models with the Front Rank rule, and must keep its position in the centre of the front rank at all times. If two positions are equally central (this is the case in a unit with an even number of models in the first rank), the War Platform can be placed in either of these positions. If the War Plattform cannot be placed in the centre of the the front rank (for example due to Mismatching bases or the front rank being too narrow), the model cannot join the unit. This means that a War Platform can never join a unit with Mismatching bases and that only a single War Platform can ever be in the same unit. Models with this rule lose Swiftstride.
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Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit
roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice)
automatically wounds, all other hits must roll to wound as normal.
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Poisoned Attacks
If an attack with this special rule, or an attack from a model part with this special rule (both Shooting and Close Combat Attacks), rolls a successful hit with a tohit
roll of an unmodified '6', this hit automatically wounds with no to wound roll needed. Shooting Attacks that need a 7+ to hit (or more) can never benefit from Poisoned Attacks. If the Attack can be turned into more than one hit (such as for a hit with Penetrating or Area Attack), only a single hit (of attacker’s choice)
automatically wounds, all other hits must roll to wound as normal.
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Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
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Towering Presence
A model with Towering Presence is of Gigantic Height and can never be joined or join a unit (unless it is a War Platform). A model with Towering Presence increases its Hold Your Ground or Inspiring Presence Range by 6".
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Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
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Scoring
Units with at least one model with the Scoring special rule are considered Scoring Units and are used for capturing Secondary Objectives. Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with the Scoring special rule are marked in the Armybooks with a special pennant icon:
The Scoring special rule can be lost during the game:
● One or more models in the unit are Light Troops.
● A unit that is Fleeing loses its Scoring special rule for as long as it if Fleeing.
● An Ambushing unit that entered the Battlefield on Game Turn 4 or later loses its Scoring Special rule.
● A unit that has performed a Post-Combat Reform loses its Scoring special rule until the end of the current
Player Turn.
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Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
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Skirmishers
Models with this special rule always gain Light Troops. Shooting at Skirmishers suffers a -1 to-hit modifier.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a 12.5mm distance between them. This gap is considered part of the unit for Line of Sight purposes, and will have the same Height as the largest fraction of the models in the unit. Other than this gap between models, units of Skirmishers follow the normal rules for forming units and therefore have a front, two flanks, a rear, can perform Supporting Attacks from the second rank, and so on . Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a unit of Skirmishers gains Skirmishers for as long as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are wiped out, immediately contracting their loose formation into a normal formation, without moving the centre of the front rank. Nudge any unit as normal to maintain base contact when possible . The Character is always considered Mismatched for the purpose of placement within the unit unless it has the exact same base size as the other Skirmisher models.
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Stomp (D6)
A model with this special rule must make a Special Attack in the Close Combat Phase at Initiative 0 against a single enemy unit in base contact, provided that the Troop Type of the target unit is Infantry, War Beast, Swarm or War Machine. This attack deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the model's own Strength. Hits caused by Stomp can only be allocated onto models with Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing
hits).
In multipart models, riders can never Stomp. S tomp attacks can only ever be allocated to models that can normally be stomped. Being a Special Attack, Stomp never benefits from any equipment or special rule the model has.
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Stomp (D6)
A model with this special rule must make a Special Attack in the Close Combat Phase at Initiative 0 against a single enemy unit in base contact, provided that the Troop Type of the target unit is Infantry, War Beast, Swarm or War Machine. This attack deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the model's own Strength. Hits caused by Stomp can only be allocated onto models with Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing
hits).
In multipart models, riders can never Stomp. S tomp attacks can only ever be allocated to models that can normally be stomped. Being a Special Attack, Stomp never benefits from any equipment or special rule the model has.
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Terror
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the
Fear special rule and are immune to Fear and Terror.
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Terror
When a unit with one or more models with this special rule declares a Charge, its target must take a Panic Test. If the test is failed, the target of the Charge must declare a Flee reaction, if able to do so. All models with Terror also have the
Fear special rule and are immune to Fear and Terror.
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Undead Construct
Models with the Undead Construct special rule have both Undead andDusttoDust.If more than half ofthe models in a unit has this special rule, reduce the number of wounds caused to this unit by Dust to Dust and Unstable by 1.
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Undead Construct
Models with the Undead Construct special rule have both Undead andDusttoDust.If more than half ofthe models in a unit has this special rule, reduce the number of wounds caused to this unit by Dust to Dust and Unstable by 1.
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Undead Constructs
Models with this special rule have Innate Defence (5+). They suffer one less wound from the Unstable and Ashes to Ashes special rules.
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Undead Constructs
Models with this special rule have Innate Defence (5+). They suffer one less wound from the Unstable and Ashes to Ashes special rules.
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Undying Will
A Pharaoh with this rule may grant Weapon Skill 6 to all Undead models in its unit. A Nomarch may instead grant Weapon Skill 5 to all Undead models in its unit. The owning player may chose to do so at the start of any Round of Combat .
If the Character is mounted on a Towering Presence , it may instead choose to confer this bonus to a friendly Undead unit within 6", or if it is Engaged in Combat, to one friendly Undead unit Engaged with the same enemy unit as the
Character. In either case, the effect lasts until the end of the phase.
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Undying Will
A Pharaoh with this rule may grant Weapon Skill 6 to all Undead models in its unit. A Nomarch may instead grant Weapon Skill 5 to all Undead models in its unit. The owning player may chose to do so at the start of any Round of Combat .
If the Character is mounted on a Towering Presence , it may instead choose to confer this bonus to a friendly Undead unit within 6", or if it is Engaged in Combat, to one friendly Undead unit Engaged with the same enemy unit as the
Character. In either case, the effect lasts until the end of the phase.
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Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
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Ward Save (5+)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward Saves cannot be taken alongside Regeneration Saves (if a model has both, it must choose which one to use).
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| ZH | EN |
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| ZH | EN |
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Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
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Aether Icon
The bearer can make Dispel Attempts as if it was a Wizard Master.
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Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
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Banner of Discipline
The bearer's unit automatically passes all Panic Tests.
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Banner of Speed
The bearer's unit gains +1 Movement.
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Banner of Speed
The bearer's unit gains +1 Movement.
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Banner of the Entombed
Models with Underground Ambush in the army may add +1 to their Ambush roll (declare usage before rolling). If this is used, the starting Underground Point must be placed within 24" of the bearer, and the starting point only moves D6".
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Banner of the Entombed
Models with Underground Ambush in the army may add +1 to their Ambush roll (declare usage before rolling). If this is used, the starting Underground Point must be placed within 24" of the bearer, and the starting point only moves D6".
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Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
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Rending Banner
All non-character models in the bearer’s unit gain Armour Piercing (1).
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War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
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War Standard
The bearer's unit adds +1 to the Combat Score of any combat they are involved in.
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Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
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Stalker's Standard
The bearer’s unit gains Strider and Swiftstride.
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Flaming Standard
The bearer's unit automatically passes all Panic Tests.
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Flaming Standard
The bearer's unit automatically passes all Panic Tests.
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Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
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Gleaming Icon
One use only. Must be activated the first time the bearer's unit fails a Leadership Test. The unit may reroll the failed test.
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Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
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Icon of the Relentless Company
One use only. Activate at the start of any of your Remaining Moves sub-phases. Infantry models in the bearer's unit can triple its Movement when Marching instead of doubling it this turn. This March Move cannot be longer than 15" and cannot be used in Game Turn 1 if the unit has used Vanguard or Scout.
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