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=====Clavicus Vile, Prince of Deals and Wishes===== Clavicus Vile is a horned Daedra accompanied by his talking dog, Barbas. While appearing harmless on the outside, Clavicus Vile is heartless on the inside. Foolish mortals go to him to make pacts, asking that their wishes come true in exchange for a service rendered. Upon completing their service, they find that their reward is not necessarily what they had hoped for... Clavicus Vile's artifact is the Bitter Cup. At the start of each game, assign each cultist Independent Character and each other unit of Clavicus Vile cultists in your army a wish counter. At an appropriate time in the game, a unit or model may expend a wish counter to make a wish(Independent Characters are considered to be making the wish for the entire unit that they are attached to). Declare which wish you are making, and roll a d6: If the unit is falling back, it may wish for courage immediately before rolling to see how far it fall backs. On a 4+, it rallies. On a 1-3, it becomes courageous without abandon, and throws itself at the enemy, fleeing instead towards the enemy's table edge until it rallies or is destroyed. At the beginning of your movement phase, a character in a unit may wish for a weapon or armor of incredible destruction. On a 4+, one of his weapons or his armor (your choice) becomes Daedric for the rest of the game. On a 1-3, his weapon destroys him with an incredible explosion; he is removed as a casualty. At the beginning of your movement phase, the unit may wish to become invisible. On a 4+, your unit gains Stealth(+2), applying even in combat. On a 1-3, they become invisible, but only to one another, and in a state of sheer panic must immediately fall back(unless they are Fearless). If in combat, the enemy may attempt to make a sweeping advance if normally allowed. At the beginning of your movement phase, the unit may wish to appear terrifying. On a 4+, the unit causes Terror for the rest of the game. On a 1-3, the unit appears in a manner so terrifying that they terrify themselves; the unit must immediately pass a morale check or flee(even out of combat, sweeping advances taken as normal). Each model must then take an Ld test on his own value, and is removed as a casualty if he fails. After this, their appearance reverts to normal: they play out the rest of the game as normal. At the beginning of the game, before you deploy, the unit may wish for good luck. On a 4+, it gains 3 free re-rolls it can spend on any rolls of d6 for the remainder of the game. On a 1-3, it has the good luck of getting lost on the way and not having to die in the battle: it is immediately removed from the game and considered a casualty. If the unit loses a combat, it may wish for survival. On a 4+, the unit does not flee and may immediately make a second round of attacks against the enemy, without being hit back. On a 1-3, the unit is allowed to survive as the enemy's prisoners: it is removed as a casualty. If the unit is afflicted by a disease, it may wish for a cure. On a 4+, it is cured. On a 1-3, nothing happens: the "cure" is whatever enemy eventually kills them!
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