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==Magic Items== ===Weapon Enchantments=== '''Godslayer''' 75pts. Great weapons only, makes it awesome. The model gains +1 attack, Divine attacks, Magical attacks, and Multiple wounds (2 vs Aegis). Note that the multiple wounds apply to conditional aegis saves, even if they don't protect against this weapon. Have fun making your WDG opponent cry. '''Scourge of Kings''' 35pts. hand weapons or paired weapons only. The attack value is set to 6 and reroll failed wound rolls in a duel. Handy for your harbinger to make use of his poison and lethal strikes. ===Armor Enchantments=== '''Jackal's Blessing''' 90pts. +2 hp and Fortitude (5+). Great. A meh armor save doesn't matter too much when your characters have 5 to 6 hp. '''Sun's Embrace''' 35pts. shield only. The wielder gains distracting. Again, your characters already have great resilience and an easy means of regaining wounds. A 4+ armor save and penalty to be hit is all you'll need. ===Banner Enchantments=== '''Banner of the Entombed''' 45pts. Core and BSB only, max 2 per army. Now your skelingtons can be anywhere! You can't increase the unit size, but that shouldn't matter to much. You're putting a decent chunk of troops on the enemy wizard. A BSB that takes this banner only affects themselves, so if you need your bsb with your army, don't bother. ===Artefacts=== '''Sacred Hourglass''' 100pts. the bearer may reroll failed casting attempts, but only if the casting attempt was made with 2 dice. One of the best spellcasting items in the game. Your wizard now gets multiple attempts at spamming, making your magic phases go a long way. '''Crown of the Pharaohs''' 100pts. Increases the bearer's commanding presence by 6". At the start of each turn, your pharaoh or nomarch can apply its Undying Will to any unit within 12" instead of the unit it is in. Now multiple units of infantry are scary as your opponent has no good options for who to fight. '''Steeds of Nephet-Ra''' 50pts. Models on skeletal horses or chariots only. The bearer's unit gains ghost step and +4 march. Your scary chariot horde just got a lot faster. '''Book of the Dead''' 45pts. The bearer can cast Death is Only the Beginning as a bound spell in a 12" aura. Hot damn. Be careful of your opponent dispelling it, but in the right place, this will do work. '''Blessed Wrappings''' 40pts. +1 hp and loses flammable (does not prevent model from gaining flammable from other sources). Combine with Jackal's Blessing to get 7 HP chariots on the field. '''Ankh of Naptesh''' 45pts. The bearer gains Hierophant and the bearer's unit gains Fortitude (6+). Drop it in your skele horde to make them more durable, but be aware that if the bearer dies you just lost your Hierophant no matter what the character was and dust to dust will fuck you. Always have a backup wizard. '''Death Mask of Teput''' 50pts. Enemy units in base contact with the bearer suffer -2 offensive skill, usually maths out to a -1 to hit. Again, penalties to be hit will make your army more survivable. '''Sekhem Sceptre''' 30pts. Gives the bearer autonomous and stubborn. Put it on your Hierarch or Architect that will be far from your general so they can actually move around on their own. '''Sandstorm Cloak''' 35pts. Models on foot only. The bearer gains Fly (5", 15"), light troops, swiftstride, and a Sweeping Attack with a lot of hits but low strength. '''Scroll of Desiccation''' 20pts. After choosing sides, pick one terrain feature on the table and delete it. The terrain there becomes just a dangerous terrain (1), but only to enemies. Watch the elves' eyes as their trees turn to sand. {{The-9th-Age}} [[Category: The 9th Age]] [[Category:The 9th Age/Tactics]]
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