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===Racial Traits and Guardian Stones=== The races of the TES universe have different physiology, giving the specific traits. The common ones are as follows: Argonians: Water Breathing (ignore water features while moving, 6+ cover save from water), Histblood (ignore diseases) Bretons: Dragon Skin (+2 Ward Save from all spells) Dark Elves (Dunmer): Ashborn (Feel No Pain vs. fire damage), Ancestral Guardian (1 rerolled save per game per unit of majority Dark Elves) High Elves (Altmer): Highborn (+2 mana dice per turn), Weakness (elemental damage against High Elves rerolls wounds) Imperials: Emperor's Strategy (Imperial majority army wins ties on roll to go first, chooses scenario rolling 6 to go first, steals initiative on 5+) Khajiiti: Eye of Night (does not need to roll for night fighting), Claws (open hands are considered Hand Weapons, dual wielded if both are open) Nords: Hardy Blood (Feel No Pain vs. frost damage), Battle Cry(+1 to combat resolution in the case of a tie from a majority Nord unit) Orcs (Orsimer): The Cursed (6+ Ward Save from all spells), Berserk (Orc majority unit can choose to enter Frenzy at any time once per game) Redguards: Adrenaline Rush (+1 A charge bonus is for first two rounds of combat, rather than just the first) Wood Elves (Bosmer): Beast Tongue (non-monstrous Beasts must pass Ld test to charge a Wood Elf majority unit), Light Feet (+1 Stealth universal special rule) Heroes may frequently be blessed by a Guardian Stone, given a destiny by the magicka that flows forth from the stars. These powers may be used automatically, without having to be chosen as the equipped spell or item for the turn. Most armies will have available for purchase one of these several powers for at least a few of their characters: Blessing of the Warrior: +1 WS Blessing of the Mage: +1 Mg Blessing of the Thief: +1 I Blessing of the Steed: Not encumbered by Heavy Armor Blessing of the Lord: Regenerate (6+), Fire damage gets +1 to wound against bearer Blessing of the Lady: Reroll failed morale checks Blessing of the Apprentice: +2 mana dice, All spells get +1 to wound against bearer Blessing of the Atronach: Start game with mana dice equal to double Mg, Only gain 1 mana die at the start of your turn, 4+ ward save against spell damage(does not stack with other ward saves). If it succeeds, gain mana dice equal to cost of spell Blessing of the Ritual: May automatically cast any spell model knows (base mana cost 2 or less) once per game without rolling(even if using a weapon this turn) Blessing of the Lover: Enemies in base contact with this model lose any +1 A charge bonus they might have Blessing of the Shadow: May automatically cast the Invisibility spell (cast at the beginning of any phase any turn, cannot be targeted or seen as an individual, enemies charge as if through difficult terrain if his entire unit is invisible, Hit and Run, Initiative 10 first round of combat, may choose not to attack. Forfeited if model attacks in any way, or tries to cast another spell. Ends at the beginning of your turn) once per game (even if using a weapon this turn) Blessing of the Tower: Reroll one d6 for this model per game. Blessing of the Serpent: May make attacks Poisoned(3+)for one round of combat once per game.
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