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===City Allegiance: {{color|Brown|Excelsis}} (Ghur)=== The unfortunate target of [[Kragnos]]' and [[Slaanesh]]'s machinations, a hardy place trapped between the beastly natives and the settlers. <div class="mw-collapsible-content"> <big>'''<span style="color:Brown;">Battle Traits</span>'''</big> *'''The Coast of Tusks:''' Excelsis must be from Ghur. *'''Gift of Prophecy:''' One per phase, you can make one friendly unit's attack roll be deemed prophesied and roll a dice - on a nat 1, this unit suffers a -1 to all attack rolls, but otherwise you add +1 to all hit rolls. A nice little gift to support a key unit. *'''Command Ability: Riposte''': Use at the start of the combat phase. Pick 1 {{AOSKeyword|Excelsis}} unit within 12" of a hero. On a natural 6 to their saving throw, the attacking foe suffers a mortal wound after the enemy's attacks are resolved. <big>'''<span style="color:Brown;">Command Traits</span>'''</big> #'''Cunning Foe''': The general can charge after retreating. Whenever they do so, they get to add +1 to their hit rolls and enemies targeting them take a -1 to hit. #'''In the Right Place''': At the start of turn 1, you can re-deploy d3 friendly units, which can prove to be quite important considering how vulnerable your forces are. #'''Darkest Secrets''': During the combat phase, your general can lock an enemy hero within 3" from being able to use their command abilities. <big>'''<span style="color:Brown;">Artefacts Of Power</span>'''</big> #'''Glimmerling''': Once per game, you can predict (read: flat-out declare) the result of a hit roll, a wound roll, a save, or a run or charge roll the bearer makes. This result can't be re-rolled, but you can add any further mods, meaning you can use it to trigger any crit effects. #'''Rockjaws''': Once per shooting phase, you can make a shooting attack on an enemy within 8" and deal d3 MWs on a 3+ to hit. Not too bad and more of a deal on things like ogors than on mobs. #'''Gryph-feather Charm''': +1" to movement and any attacks targeting the bearer suffer -1 to hit. <big>'''<span style="color:Brown;">Spell Lore</span>'''</big> #'''The Amber Spear''': Cast on a 6, draw a straight line between the caster and a point within 12" of them. Any units that cross this line suffers one mortal wound. Sadly, this won't ruin mobs, but can penalize clumped-up deployments like orruks and ogors. #'''Flock of Doom''': Cast on a 6, pick an enemy unit within 18" that is visible to the caster. Roll 12d6 - on each 6, the unit suffers a mortal wound. #'''Cower''': Cast on a 6, pick 1 enemy {{AOSKeyword|Monster}} unit within 12" that is visible to them. Roll a 2d6 - If the result exceeds the target's bravery, then they can't charge for the next turn, which can prove crippling. </div></div>
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