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===City Allegiance: {{color|DarkMagenta|Misthåvn}} (Ulgu)=== The City of Scoundrels, wracked with drug trafficking and corruption. <div class="mw-collapsible-content"> <big>'''{{color|DarkMagenta|Battle Traits}}'''</big> *'''The Shadow Port''': Misthåvn armies must be from Ulgu. *'''Underhanded Tactics''': A restrictive form of deepstrike. For every {{AOSKeyword|Darkling Coven}}, {{AOSKeyword|Freeguild}}, and {{AOSKeyword|Duardin}} (including allied Fyreslayers and Kharadron) you deploy on the battlefield, you can set up 1 unit of {{AOSKeyword|Order Serpentis}}, {{AOSKeyword|Shadowblades}}, or {{AOSKeyword|Scourge Privateers}} in reserve. These units must contain no more than 10 models. You can bring them in anywhere more than 9" away from enemies at the end of any of your movement phases. Deepstriking dragons, anyone? *'''Misthåvn Narcotics''': Give your heroes magical drugs! 1 hero per army, +1 per warscroll battalion, can pick a narcotic, which are all one time use affects you activate in your hero phase. No duplicates or multiples on a single hero (but they can still take relics). Has no affects on mounts. *'''Command Ability: Shadowstrike:''' You can use this when a unit of yours deepstrikes onto the field within 12" of a friendly hero. That unit can move d6" (it cannot run). Helps get that charge off. <big>'''{{color|DarkMagenta|Command Traits}}'''</big> #'''Shadowlord''': Once per battleround, the general can use the Shadowstrike Command ability for free. make sure you get them in a good position. #'''Wily Foe''': 6+ roll to ignore wounds and mortal wounds. #'''Shade Warlock''': The general knows Arcane Bolt and Mystic Shield and can cast 1 spell a turn. If its already a WIZARD, it gets 1 extra cast. <big>'''{{color|DarkMagenta|Artefacts Of Power}}'''</big> #'''Gloom Bell''': Once per battle, at the start of the enemy shooting phase, you can ring the bell to make a 12" bubble of -1 to hit for the phase. Take that Skaven! We have bells too! #'''Strangler-Kelp Noose''': Once per battle, at the start of the a combat phase, pick 1 model within 3" of the bearer and roll a die. If the roll is less than the model's Wound characteristic, or the roll is a 6, that model can't fight. That's a 5/6 chance to stop a 5-wound hero from attacking, and it is actually guaranteed against anything bigger. Hand this to a duelist or monster hunter and go strait for the biggest thing on the board. This does sound a bit werid though, so we might be expecting an FAQ. #'''Shadowsilk Armor''': +1 to saves. No-nonsense and just a solid artefact. Slap this on a Dragonlord with a lance and shield for a sweet, SWEET 2+ save that'll turn him from dangerous to outright nightmarish. <big>'''{{color|DarkMagenta|Misthåvn Narcotics}}'''</big> #'''Synesthalcum''': +1 to hit rolls until your next hero phase. #'''Witch-mist''': Become a ghost for a round, and the hero ignores save modifiers till the next hero phase. #'''Skiffer's Salve''': the user heals d6 wounds, but gets a bit too high and can't run or charge. Use when your already stuck in. #'''Float''': Get so high you can fly. Seriously, it lets the hero fly till your next hero phase. Can't be used if the hero has a mount. #'''Sawfang Dust''': each time the user fights, pick 1 unit afterwards within 1". On a roll of 4+, it suffers d3 mortal wounds. #'''Glatch Ink''': +1 to casting, unbinding, and dispelling rolls until your next hero phase. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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