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==Wargear== While there's gear exclusive to the different units, there's several pieces of wargear common army-wide and have the same effect. To count: *'''Shields:''' Army wide, our shields allow us to reroll save rolls of 1, except for Generals who instead add +1 to their save. Helps add some more resilience to your meatshields and makes your Griffon as protected as a Steam Tank. *'''Banner:''' Their bonus is the same army wide, and it allows you to pass battleshock tests on a roll of 1 without losing any models. GREAT when you lose 6+ models in a single phase. *'''Musician:''' This is when the Free Guild gets fun. Remember the Detachments of [[The_Empire_(Warhammer_Fantasy)|the Old Empire]]? Their descendants do and trigger those effects with their musicians. We have 3 main types: **'''Melee infantry (Guard, Greatswords):''' Lets you attempt a d6 counter-charge to get more units into combat. Really fun for swarming over-reaching enemies. It's also not effected by hold the line since these charged happen in the enemy phase, not your own. **'''Ranged Infantry (Crossbowmen, Handgunners):''' If a ranged unit with musician gets charged you can fire all your guns/crossbows at the unit that charged you BEFORE they get to swing. That's right, we have "Stand and Shoot"! Even better, the shooting unit DOESN'T have to be the one charged, so if you have two ranged units and one is charged both can shoot the charging bastards. **'''Light Cavalry (Pistoliers, Outriders):''' This allow the unit to [[Eldar|run, shoot and charge]]. A godsend because it lets the unit to close in and shoot hell on the enemy or flee a dangerous situation while still being on the offensive. **'''Heavy Cavalry (Demigryph Knights):''' Get 2 extra inches on your charge rolls. Useful.
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