Recover Health Points

(Rule)
Description: Some spells or abilities have the ability to recover lost Health Points during the battle. The amount of Health Points that can be recovered is specified in the ability.

Recovering Health Points cannot bring back models that have been removed as casualties, and it cannot increase a model’s Health Points above its starting value (excess health Points are lost).

Attachable Models inside a combined unit cannot Recover Health Points from spells or abilities that allow a unit to recover Health Points. Such models can only recover Health Points when it is the direct target of the spell or ability.

Sometimes people say to Klepa, hey Klepa, you sold me this iron kettle that sploded first time it boiled. Or Klepa, you promised this magic amulet would fix my toenails and now all I got is nubs for feet. Or Mr Klepa, you’re under arrest for sale of rabid gnasher-dasher disguised as fluffy pet gerbil. And I say, I told you – Klepa products always work. Just sometimes they work too much. That’s traditional goblin method, you can’t per-see-coot me for my culture!
So yes, when we see foolish wizards whose spells work too much, we admire that enthusiasticity. Better to go big and learn something exciting than to be tame, boring, careful, sucks-ex-full all your life, that’s common sense.
Wizards don’t mind too much about common sense, seems like. Magic comes at a cost, they say – like Klepa merch and dice. ’Cept Klepa costs are lowest this side of Wasteland, but magic costs very high. Cast a spell wrong, it’ll turn you into a pile of cinders, or suck your soul out your nostrils. That’s what I call steep!