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===Battle Traits=== '''Aetherquartz Reserve:''' This is your big army-wide resource, more akin to the Kharadron's Aethergold in application. Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers <s>Drug withdrawal</s> -1 to their Bravery for the rest of the game. *''Heightened Senses:'' Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase (Shooting/Combat Phase). *''Heightened Reflexes:'' +1 Save when chosen as an attack target (Shooting/Combat Phase). *''Magical Boost:'' +1 or reroll casting (Your Hero Phase). '''Lightning Reactions:''' When you get to select a unit to fight, instead of picking only 1, you get to pick 2 units with this ability. They then fight one after the other. *'''SHINING COMPANY:''' Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, bladelords, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them. Luckily for you, Arcane Cataclysm is scrapping the movement restrictions, meaning that this is now active as long as every model is touching bases with at least two others. *'''DEEP THINKERS:''' Any {{AOSKeyword|Scinari Wizards}} can choose to skip casting spells to think really hard. If they do so, next turn the first spell they cast is automatically cast at a 9 that cannot be modified, but can be unbound. They learned a little from Teclis, but not quite enough it seems. *'''ENDURING AS ROCK:''' Before the first battle round of the game and at the start of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys, stonemages, and Moontains) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1. There is currently no reason to opt out of doing this. Always have it on. *'''TECTONIC FORCE:''' At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1" of them (Though two units can't nominate the same enemy). The enemy is then shoved 2" in any direction so long as they are more than 1" from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3" pile in 1" to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain. *'''MOVE LIKE THE WIND:''' Any time a {{AOSKeyword|Hurakan}} unit piles in, it doesn't need to pile in to the closest enemy model. In addition, when they charge, they can fly and move 3" for piling in. All of it helps establish their role as alpha-strikers, the pile-in trick helping them move to more favorable fights.
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