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====Weapons and Staves==== Lunar Weapon: Weapon upgrade for +5 pts. This weapon strikes at +1 Strength while Night Fighting is active. Holy Weapon: Weapon upgrade for +7 pts. Bearer gains Preferred Enemy (Undead). Weapon of Flames: Weapon upgrade for +8 pts. Weapon deals Flame damage and has Shred. May be upgraded again to a weapon of Incineration for +12 pts, granting it Multiple Wounds(d3). Weapon of Sparks: Weapon upgrade for +8 pts. Weapon deals Shock damage and has Magicka Drain(1) on striking. May be upgraded again to a weapon of Lightning for +12 pts, causing it to resolve a S3AP0 shock hit with Magicka Drain(1) against the enemy unit for each unsaved wound it inflicts(whose wounds generate further similar hits until no wounds are dealt). Weapon of Frost: Weapon upgrade for +8 pts. Weapon deals Frost damage, and models hit are Chilled until the end of next turn. May be upgraded again to a weapon of Blizzards for +12 pts, causing it to ignore armor saves. Weapon of Striking: Melee weapons only, upgrade. +10 pts. Attacks with this weapon get +1 to hit. Weapon of the Vampire: Weapon upgrade for +10 pts. This weapon has Absorb Health(6+) Weapon of the Sorcerer: Weapon upgrade for +10 pts. For each successful wound dealt with weapon, bearer gains a bonus Power Die when his power dice are replenished next turn. Weapon of Dismay: Weapon upgrade for +10 pts. Morale checks taken against casualties inflicted by one or more Weapons of Dismay are given a -1 modifier. This does not stack multiple times on the same unit. Weapon of Might: Melee weapons only, upgrade. +10 pts. Strikes at +1 Strength. Staff of Magelight: Staff. Night Fighting never grants a cover save better than +1 against bearers unit's shots. +7 pts. Staff of Daedric Command: Staff. Each time a Daedra would assign any number of attacks, hits or wounds directly to wielder, or assign Precision hits or wounds to wielder, it must pass a Leadership test on its own value. If it fails, those attacks, hits or wounds are cancelled this phase(it may not assign them elsewhere this phase) +10 pts. Staff of Arcane Authority: Staff. Wielder causes Fear. +13 pts. Staff of Flames: Staff. Wielder gets +3 to casting spells with a Flame effect. +13 pts. Staff of Frostbite: Staff. Wielder gets +3 to casting spells with a Frost effect. +13 pts. Staff of Sparks: Staff. Wielder gets +3 to casting spells with a Shock effect. +13 pts. Staff of the Healing Hand: Staff. Wielder gets +3 to casting spells with a Heal effect. +13 pts. Staff of Inspiration: Staff. Wielder may discard 2 Power Dice to re-roll failed morale checks. +16 pts. Bow of the Hunt: Artifact, Short Bow. Strikes at +2 Strength against creatures with Bestial Instinct. +10 pts. Windshear: Artifact, hand weapon. Enemy units suffering one or more unsaved wounds from this weapon strike at Initiative 1 until the end of next turn. +15 pts Bolar's Oathblade: Artifact, Dagger. Morale checks taken against casualties inflicted by Bolar's Oathblade are given a -1 modifier. Enemies in base contact with wielder lose their charge bonus. +15 pts. Trollsbane: Artifact, War Hammer. Trollsbane deals Flame Damage to Trolls, and may re-roll failed wounds against Trolls. +16 pts(+4 pts for a model that using a War hammer for no points cost) Aegisbane: Artifact, War Hammer. Aegisbane deals Frost Damage, and ignores the armor saves granted by shields. Its strikes cannot be parried. An enemy unit suffering one or more wounds by Aegisbane gets -1 to its roll to Sweeping Advances and to its movement, until the end of the next turn. +20 pts(+8 pts for a model using a War Hammer for no points cost) Grimsever: Artifact, Glass hand weapon. Deals Frost damage. Grimsever Chills on striking and ignores armor saves. +22 pts Chillrend: Artifact, hand weapon. Weapon strikes at +1S, ignores armor, and deals Frost damage. Wounded models are Paralyzed until the end of next turn. +25 pts. The Longhammer: Artifact, War Hammer. The Longhammer's wielder strikes at full initiative in close combat. +30 pts(+18 pts for a model using a War Hammer for no points cost)
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