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===Enhancements=== So in battletomes you have a vast array of traits, spells, and other deals. In an attempt to rein that shit in, you're now limited to being able to pick one of each table for your army (by default), and you can pick up options from the CRB as well. <tabs> <tab name="Command Traits"> Seeing as these were only given to generals, there's not much way to double-dip anyways. As with before, if your army has a subfaction with a command trait, then your general automatically takes it. #'''Battle-lust:''' Re-roll all run and charge rolls. #'''Skilled Leader:''' While your general's on the field, you gain an additional CP on a 5+. #'''High Priest:''' You can re-roll prayer rolls. Considering how swingy prayers are, you'll probably be picking this even if you have other Priest traits. #'''Heroic Stature:''' +1 wound. #'''Master of Magic:''' Your general can re-roll one casting, unbinding, or dispel roll. It's harder to have wizards be boned, so you aren't very necessary. </tab> <tab name="Artefacts"> Again, these are usually given to one hero (not always the general). Double-dipping is reserved for certain detachments. As with before, if your army has a subfaction with an artefact, then your have to take it before being allowed to take any others. #'''Amulet of Destiny:''' 6+ Ward save. #'''Vial of Manticore Venom:''' One of the bearer's melee weapons add +1 to wound rolls. Mostly worth it on a 5+ or 4+. #'''Arcane Tome:''' The bearer becomes a wizard, capable of only casting the base spells. However, if the bearer's already a wizard, then they can cast another spell each turn. Yeah, that second one's the one you want more. #'''Seed of Rebirth:''' The bearer can re-roll heroic recovery rolls. </tab> <tab name="Spell Lore"> Each wizard now knows only ONE additional spell from any of the available lores (meaning this and the battletome usually). <s>Curious how this will work for folks like Teclis who know every spell in their lores</s> Named characters follow their rules instead. #'''Flaming Sword:''' Casts on 4+. One melee weapon adds +1 to damage until your next hero phase, which matters more for a wizard meant to be up-close and personal. #*Alternate Take: Combine this with the Arcane Tome which makes any unit a Wizard and you can pull off some silly shit, like a Gatebreaker Mega-Gargant with a flaming flail. #'''Levitate:''' Casts on 8+. One friendly unit within 18" can fly until your next hero phase. #'''Ghost Mist:''' Casts on 6+. Pick a setpiece within 18" of the caster. A unit within 3" of this setpiece and with models that have less than 10 wounds are now counted as being hidden from units outside it. </tab> <tab name="Prayer Scripture"> Same as wizards, each priest now knows an additional prayer from what's available. #'''Guidance:''' Casts on 5+. Gain 1 CP in case you really need it. #'''Heal:''' Casts on 3+. One friendly model within 12" heals d3 wounds. Ultimately only worth it on heroes and other single-model units as this will be near-meaningless for Stormcast and other multi-wound troops and totally wasted on average goons, Ogors like units might like it. #'''Curse:''' Casts on 4+. Pick an enemy unit within 9" of the priest, now any attacks that roll a 6 to hit this unit now deal a mortal wound on top of anything else that procs. </tab> <tab name="Triumphs"> A new development, Triumphs are once per game buffs you can trigger for a turn where the points total for your army is less than that of your opponent. If you ever get to pick another Triumph, you can totally double-dip from one you already used. #'''Bloodthirsty:''' Once per game you can re-roll one charge roll for a unit. Mostly for when you seriously need that one unit stuck in. #'''Inspired:''' Once per game when a unit is chosen to shoot or fight, you can use this to add +1 to their wound rolls. #'''Indomitable:''' Once per game you can outright declare that one unit automatically passes battleshock and loses no models. </tab> </tabs>
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