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The 9th Age/Tactics/The Vermin Swarm
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===Artefacts=== '''Multifocal Eyepiece''' Machinist only. You may choose during the shooting phase a weapon team within 3" of the bearer, they gain +1 to-hit. The short range and limitation to weapon teams makes it weird to make work but not difficult. Now your 3d6x2 shots will be hitting that much more. '''Second Awakening''' When casting a damage spell with a random number of hits, you may reroll all of the dice used to determine the number of hits. Makes your blaster spells more consistent. Wrath of God makes use of this. '''Crown of Succession''' When your general dies the bearer of this item gains commanding presence. Can be a good fallback option, but you should just invest more in your general not dying. '''Focusing Stone''' Whenever a friendly unit within 24" of the bearer hits in the magic or shooting phase you may discard veil tokens to give hits a +1 to wound. Multiple veil tokens may be discarded, each one gives a +1 bonus to a different hit. Makes your magic and shooting scary and consistent. '''Sceptre of Vermin Valour''' The bearer gains stand behind, your wizard doesn't have to be in the thick of it all. '''Scurrying Veil''' The bearer has his march rate set to 20" and can move through friendly units during the charge and movement phase. If you have a sneaky wizard or assassin this can allow you to set up nasty surprises. {{The-9th-Age}} [[Category: The 9th Age]][[Category:The 9th Age/Tactics]]
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