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====Enchanted Items==== *'''Null Stone:''' 50pts. It is an incredibly costly gamble. This makes all models in BSB of the bearer unable to use ANY magical items, including your own. Only use this if you're sure that this is worth the risk of being an artillery/gunline magnet. *'''Folariath's Robe:''' 40pts. On foot only. This grants Ethereal, which might be of value to someone like a Lord of Aenarion, who fares better solo. *'''Radiant Gem of Hoeth:''' 50pts. It turns the bearer into a level 1 wizard of High Magic, which is totally cash money. *'''Pendant of Vengeance:''' 35pts. Only bring this against Dwarf armies with an Anvil of Doom. Whenever that anvil casts successfully (barring miscasts), you can force them to reroll. *'''Skeinsliver:''' 25pts. This gives you a +1 to determine if you go first. *'''Blessed Tome:''' 25pts. The bearer gains an Inspiring Presence aura of 6" or boost's the general's Aura by 6". Definitely useful in either case. *'''Amulet of Light:''' 20pts. This grants the bearer Magical Attacks, which is pretty okay. It also forces enemies to reroll Ward rolls of 6+, making it annoying for Daemons. *'''Amulet of the Purifying Flame:''' 15pts. Make your unit an anti-mage bunker! Any spells targeting the bearer or their unit take -3 to cast, which WILL fuck over metal casters. *'''Gem of Courage:''' 10pts. A single-use item, letting the bearer's unit gain Empire-style Leadership checks. *'''Talisman of Loec:''' 15pts. A single-turn ability to fuck over anyone your model fights in melee. You reroll all hit and wound rolls, they reroll all saves, and at the end of the turn, you suffer half your remaining wound (rounding up), no ifs, and, or buts.
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