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===Common Races=== Many models have a race, determining some of his physiological traits and abilities. The ten most common races found on Tamriel are listed in this section. Arkay's Protection: Models of the 10 common races may not be soul trapped, unless specifically allowed to be by a special rule. However, if the model has the Cavalry unit type, or is not either mortal or a vampire, it may be Soul Trapped as normal: in the former case, the steed is soul trapped, and in the latter case, the soul of the model follows radically different metaphysics than normal souls. '''Argonian''' Water Breathing: Argonians treat water features as open terrain, and gain a 6+ cover save while in it. Histblood: Argonians ignore the effects of all diseases. '''Breton''' Dragon Skin: Bretons gain +2 to their Ward Save against all spells. If they do not already have a Ward Save, this ability grants them a 5+ Ward Save against spells. '''Dark Elf (Dunmer)''' Ashborn: Dunmer have Feel No Pain against attacks that deal flame damage. Ancestral Guardian: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Dunmer. Each of those units may re-roll any d6 that it chooses once per game, provided that the majority of the models in that unit are still Dunmer. '''High Elf (Altmer)''' Highborn: At the beginning of each of your turns, immediately after Power Dice Pools are replenished, add 1 extra Power Die to the pool of each Altmer in your army. For Altmer with at least 4 Mg, add 2 Power Dice instead. Weakness: All Elemental damage re-rolls failed wounds against Altmer, unless that Altmer is completely immune to that element. '''Imperial''' Emperor's Strategy: An army where the majority of models are Imperials wins ties on the roll to go first, chooses the scenario should it roll a 6 to pick table edge, and steals the initiative on 5+. '''Khajiit''' Eye of Night: Khajiit have the Night Eye special rule(see page XX) Claws: If a Khajiit chooses not to equip any items or spells in one or more of its hands, that hand counts as a Hand Weapon that may be dual wielded with another claw or fist weapon. It may not be used to Parry with a shield, however. '''Nord''' Blood of the North: Nords have Feel No Pain against attacks that deal frost damage. Battle Cry: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Nords. If a unit thus marked is tied in close combat, provided the majority of the unit is still Nords, that unit counts as having won the combat by 0 points instead; the enemy must test accordingly. '''Orc''' The Cursed: Orcs gain +1 to their Ward Save against all spells. If they do not already have a Ward Save, this ability grants them a 6+ Ward Save against spells. Berserk: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Orcs. Once per game, you may have each unit marked thus become Frenzied, provided the majority of the models are still Orcs. '''Redguard''' Adrenaline Rush: Redguards that charge(or counter-attack) gain +2 Attacks and +1 WS the first round of combat instead of their normal +1 attack charge bonus. In addition to this, their charge bonus continues into the second round of combat: Redguards gain a charge bonus of +1 Attack if they charged or counter-attacked the previous round in the same melee combat. '''Wood Elf (Bosmer)''' Light Feet: Bosmer have the Stealth special rule. Beast Tongue: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Bosmer. Models with the Bestial Instinct special rule Fear units marked this way, provided the majority of the models are still Bosmer.
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