Цитата
In addition to Beasts, Death and Shadow lores, there is a new Lore of the Wild, which has 7 spells, running from 0-6.
0: Bestial Surge - Cast on a 7+, all friendly units within 6" go D6+1" go towards the nearest visible enemy unit
1: Viletide - Cast on a 7+, 24" Range Magic Missile, 5d6 S1 Hits
2: Devolve - Cast on a 9+, Enemy units within 12" take a Leadership Test, losing wounds equal to the amount they failed by, with no Armour Save allowed.
3: Bray-Scream - Cast on a 10+, One friendly character within 12" may use a S3 Breath Weapon with no Armour Save allowed.
4: Traitor-Kin - Cast on a 10+, All enemy models within 12" riding a mount of any kind suffer a number of attacks equal to their mount's attacks, at the same Strength, with no Armour Save bonus for being mounted or barded. The same applies to the handlers of Monsters and the riders of Chariots.
5: Mantle of Ghorok - Cast on a 13+, One friendly character within 6" gains +d6S and +d6A (max 10), if one or more 6s are rolled, the character suffers a wound with no saves of any kind allowed.
6: Savage Dominion - Cast on a 16+, You may 'summon' a new Giant, Gorgon Cygor or Jabberslythe, entering play at any point on a table edge and moving as if returning from pursuing an enemy off the board. While the monster is on the board, the wizard that cast this spell may not cast another spell, nor may he "dismiss" the model voluntarily, and if he dies the monster immediately disappears. Every time the monster takes a wound, the wizard must pass a Toughness Test or also suffer a wound with no saves allowed.
Magic Items include:
Nangelder: The wielder causes Terror. In addition, models wounded by the wielder suffer a -1Ld penalty for every wound.
Scimitar of Skultar: +D3 Attacks. If a 6 is rolled for bonus attacks then the wielder's attacks ignore Armour Saves for this turn. Two-handed.
Hunting Spear: A Magical Spear. May also be used as a Bolt Thrower, which may shoot after moving (not marching) and may be used to Stand-and-Shoot.
Axes of Khorgor: +1A, the wielder may re-roll failed "To Hit" rolls. Two-hands, and cheaper.
Stonecrusher: +3S. The wielder has S10 against Steamtanks, Chariots, Warshrines, Corpse Carts etc. NOT a Great Weapon.
Brass Cleaver: The wielder may make a single bonus attack against each enemy model in base-to-base contact.
Everbleed: Whenever the wielder inflicts a wound on an enemy model, roll a D6. On a 6, the model suffers another wound with no saves of any kind allowed, and you must roll again until you do not roll a 6.
Unnamed Weapon: The wielder treats the opponent's Leadership as his Strength. 100pts.
Unnamed Weapon: A magical Great Weapon. The wielder may re-roll all failed "To Hit" rolls.
Unnamed Weapon: The wielder has Killing Blow. In addition, if the wielder kills an enemy character in a challenge, they (and any unit they are with) become Unbreakable and cause Terror.
Unnamed Weapon: Bray-Shaman only. Put aside every model killed by this weapon - they may be used as one-use Power Dice by the wielder.
Trollhide Armour: Light Armour, Confers Regeneration upon the wearer. 50pts.
10NU magic heavy armour that, on the roll of a 2+ when attacked by magic weapons, negates the magic weapon permanently.
Ramhorn helm, (costs just over 2 gors worth 20?), 6+ AS that can be combined as normal - for each successful as made, the bearer can make an attack at base strength
Blade-blunter armour (Heavy) - end of combat phase, d6 for each magic weapon that hit bearer, 2+ weapon now mundane
Pelt of the shadowgave, light armour, -1 to hit for shooting at him or unit (useful!) and -2 to spells cast at unit
Blackened plate, heavy armour, 2+ ward vs flaming, unit has 4+ ward vs flaming
Unnamed Talisman: Confers a 2+ Ward Save against Flaming Attacks upon the bearer, and a 4+ Ward Save against Flaming Attacks for the unit he is with.
Herdstone Shard: Mark one spot within your deployment zone. All friendly wizards casting a spell within 6" of this spot may roll an additional "free" power dice every time they cast a spell.
Horn of the Great Hunt: Beastlord/Wargor only. Bound Spell, Level 3. Contains the spell "Bestial Surge" with a range of 36".
Horn of the First Beast: Beastlord/Wargor only. All Beastmen within 36" of the bearer may re-roll failed Primal Fury rolls.
Crown of Horns: The wearer and any unit he is with is Stubborn. 75pts.
Stone of Spite: Bound Spell, Power Level 5. One Use Only. All enemy Arcane Items within 18" of the user are destroyed. The bearer of each item that is destroyed takes D6 S4 hits. 25pts.
Unnamed Enchanted Item: The bearer may force the opponent to re-roll a result on the Miscast table.
(9NUpts enchanted item which grants MR2 and if the opponent uses lore of heavens, light or life and rolls a miscast, you can force a reroll of the miscast table.
(8NU)pts enchanted item which is what the storm banner should be... one use in the enemy shooting phase, -1 to BS / roll 4+ to shoot if no BS.
Cloak thing that allows shaman to scout
Staff of Darkoth: Bray-Staff. Bound Spell, Power Level 3. Casts "Viletide".
Unnamed Arcane Item: The Shaman with this item may Scout.
Banner of Rust: All units (enemy or otherwise) within 6" suffer a -1 penalty to their Armour Save. Units in Base-to-Base contact with the banner suffer a -2 penalty. This does not affect Scaly Skin saves. 50pts.
Unnamed Banner: The unit carrying this banner has +1S. 75pts.
Alongside Magic Items, "Gifts" will be available and ‘unique’(?) in the same way as WoC Gifts, operating on the same budgetary lines. Bonuses like Scaly Skin or extra Attacks will be available, as well as more esoteric abilities like Breath Weapons.
15NU - character and unit are stubborn
5NU(ish) - extra attack at base strength, with no weapon bonuses
3NU- 5+ scaly skin (USEFUL!)
2NU - +1 initiative
NU - additional -1 to hit the character if he's alone in cover
NU=5
3NU Rune of the true beast - Makes monsters, mounts etc -1 to hit you.