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.
The wearer gains +1 Health Point and Fortitude (5+). Successful to-hit rolls with Close Combat Attacks against the wearer must be rerolled.
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).
The bearer’s first Casting Attempt in each Magic Phase gains a +2 Casting Modifier. When using a single Magic Dice for this Casting Attempt, a natural roll of ‘1’ or ‘2’ on the Magic Dice is always a failed Casting Attempt, regardless of any modifiers.
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.
Immediately after Siphon the Veil, i.e. after converting Veil Tokens into Magic Dice, the bearer may choose to inflict D6 hits on its unit that wound automatically with no saves of any kind allowed. If so, the owner gains additional Veil Tokens equal to half the number of lost Health Points, rounding fractions up.
Once per Shooting Phase, the bearer may discard 2 Veil Tokens from its owner's Veil Token pool and nominate a unit within 6" that has not fired yet during this Shooting Phase. Weapons with Trial and Terror in this unit gain +1 to wound and Magical Attacks, and the number of hits from each Mishap is increased by D3. The effects last until the end of the phase.
At the end of each friendly Shooting Phase, the bearer may move a single friendly Tunnel Marker within 24" up to 6" in any direction.
One use only. When this Artefact is used, it is a Shooting Weapon with Aim (2+) and the following profile: Range 24", Shots 1, Str 5, AP 2, Area Attack (3×3), Magical Attacks, Mishap (To-hit roll).
Stomp Attacks made by enemy units within 6" of the bearer suffer a -2 to-wound modifier.
The bearer gains Stand Behind and cannot issue Duels.
The bearer can cast The Awakened Swarm (Hereditary Spell) as a Bound Spell with Power Level (4/8).
The model gains Holy Triumvirate (see Swarm Priest), and for the purpose of this rule, it counts as having both Caelysian Pantheon and Cult of Errahman.
Attacks made with this weapon gain +3 Strength and become Magical Attacks.
Attacks made with this weapon become Divine Attacks and Magical Attacks, and failed to wound rolls must be rerolled.
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 Flaming Attacks and Magical Attacks.
While using this weapon, the wielder gains +1 Attack Value. Attacks made with this weapon gain Multiple Wounds (D6) and become Divine Attacks and Magical Attacks. Their Strength is set to 10 and their Armour Penetration is set to 3. At the end of each friendly Movement Phase, if the wielder is not Engaged in Combat, it suffers 1 hit with Toxic Attacks.
While using this weapon, the wielder gains Grind Attacks (X), where X is the number of Full Ranks in the wielder's unit, up to a maximum of 10. These Grind Attacks are resolved with Strength 3, Armour Penetration 1, and Magical Attacks.
The weapon's range is set to 18". The weapon gains +2 Shots, +1 AP, Accurate, and Magical Attacks.
The bearer and R&F models in the bearer's unit gain Battle Focus. Additionally, for each natural to-hit roll of '1' with a Close Combat Attack made by the bearer's unit, the bearer's unit suffers 1 hit with Strength 3 and Armour Penetration 0 in the same Initiative Step. This is considered a Special Attack.
Ranged Attacks distributed onto Standard Height R&F models in the bearer's unit suffer -1 to wound. One use only. May be activated at the start of any Player Turn. Ranged Attacks distributed onto Standard Height R&F models in other friendly units within 8" of the bearer's unit suffer -1 to wound until the end of the Player Turn. Afterwards, the Banner Enchantment is ignored for the rest of the game.
The bearer's unit may start the game in Tunnel Reserve. Ambush rolls of the bearer's unit may be rerolled. This overrides the restriction of Special Items not working while their bearer is off the board. If the unit passes an Ambush roll, all subsequent failed Ambush rolls for Tunnel Reserve during this Player Turn may be rerolled. Any unit that passes its Ambush roll due to this reroll must enter the Battlefield from the same Tunnel Marker as the bearer's unit. If this is not possible, the unit cannot enter the Battlefield during this Player Turn. Roll again in the next friendly Player Turn.
One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.
A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.
The bearer’s unit gains Strider.
The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.
The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.
One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.
One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.
A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.