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===Treasures of the Sands=== *'''Blade of Holy Wrath:''' 60pts. Gives hatred and frenzy on top of adding a bonus to Strength equal to the initial number of Wounds on a model. This is a hefty beast-killer, but it's on a hefty price. *'''Martyr's Shard:''' 50pts. You can sacrifice d3 wounds to insta-kill an enemy you wound. Excellent against Chaos Lord, as they HAVE to fight you 1v1, so you instakill them, but you need an initiative bonus to make sure he gets to use it before dying. A downside is that it takes up a magic weapon slot and you want your suicide fighter cheap. a way around this is put this on a Sheikh on foot with Greatweapon (this will eat his entire allowance), then have a light wizard cast The Speed of Light so he don't die first. this runs you 106point with the addition of 65+ for the Sorcerer to kill that 250++ duel lord. *'''Bow of Seeking:''' 25pts. S5 bow that ignores hit penalties, making this ideal for a hero joining mobile shooty units, Or shooting at solo wizards with a flying carpet. *'''Shield of Faith:''' 50pts. 5++ ward that also immediately breaks magical weapons that wound the wielder. This is some fucking choice shit. *'''Armour of the Scorpion:''' 15pts. Light Armour with 5+ Natural Armour and poisoned attacks, giving you more like Heavy armour that happens to bake in a Venom Sword while keeping the weapon slot free (BTW: Venom Sword cost 10pts so this is a steal). *'''Ring of Divine Healing:''' 40pts. Restores one wound each turn. For 40 points, isn't there better? A Healing Potion is a one-use D3 wound healed for 25pts, so the question is if a Talisman slot is better used for ward saves to prevent you from losing wounds in the first place? *'''The Golden Carafe:''' 25pts. This robs an enemy unit's magical armour of any properties it has and forces a re-roll on all ward saves. A high condenser for one of Araby's best dueling item. *'''Lamp of Al-Ha-Dean:''' 25pts. once per game, Summon any Genie of any type for one turn. Any character can take it but your paying for only one turn. Still very flexible as your guaranteed getting any Genie of your choice with the associated bound spell to better adapted to the situation. *'''Rope of Kadizar:''' 20pts. Lets an infantry model vanish during the Remaining Moves Subphase and then reappear anywhere he wants. You could put this on that super cheesy army beater foot lord you managed to conjure up, but a more realistic use is getting your sorcerer out of danger or get the line up for a perfect cast of The Burning Head. *'''Sandstorm Staff:''' 60pts. Bound CL5 item that stores ''Sandstorm'' and lets you re-roll one power die for each spell that's from the lore of the Desert. Only affordable to a Sorcerer Lord, but still a decent item if they are taking Deserts. In 9th going full 4 wizard levels is now rarely economical, but getting an easily castable version of that 4 level spell on an lv3 lord with casting rerolls is. *'''Banner of the Desert:''' 50tps. Enemies must re-roll to hit this unit with missiles and enemies in base contact take -1WS. Having medium and shield is decent defense but greatly Reducing how much damage your Elites. The Weapon Skills debuff only really matters when fighting an enemy that's +1 WS higher than you, like most elite thing for your average troops, or Chaos warrior and elite elves when brawling with your own elites.
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