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		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Araby/8th_Edition&amp;diff=548490</id>
		<title>Warhammer Army Project/Araby/8th Edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/Araby/8th_Edition&amp;diff=548490"/>
		<updated>2019-05-04T11:56:03Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650: /* Treasures of the Sands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Araby: Warhammer Army Project, 9th Edition Tactica==&lt;br /&gt;
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the units, nations, and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;t expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.&lt;br /&gt;
&lt;br /&gt;
==Why Play WAP Araby==&lt;br /&gt;
===Pros===&lt;br /&gt;
*AAAAAAAAAAARAAAAAAAAAAAABIIIAAAAAAAAN NIIIIIIIIIIIIIIIIIIIIIIGHTS!&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
==Special rules==&lt;br /&gt;
&#039;&#039;&#039;Zealotry:&#039;&#039;&#039; This lets your units add their Combat Resolution scores to their unit strength when determining how steadfast they are. They also roll 3d6 for break tests on the first turn, letting them stay in the fight despite any casualties.&lt;br /&gt;
&lt;br /&gt;
==The Lore of Desert ==&lt;br /&gt;
&#039;&#039;Attribute: Shifting Sands:&#039;&#039; Casting a spell on an enemy unit forces them to re-roll any 6s on charge, pursuit, and fleeing.&lt;br /&gt;
*&#039;&#039;&#039;Signature: Sand Blast:&#039;&#039;&#039; Magic Missile that deals 2d6 S2 hits and halves the target&#039;s movement, which drives home any advantage you have on the charge. Augmenting doubles the range.&lt;br /&gt;
#&#039;&#039;&#039;Curse of the Genie:&#039;&#039;&#039; Your army can re-roll to wound one unit. Augmenting extends the range.&lt;br /&gt;
#&#039;&#039;&#039;Mirage:&#039;&#039;&#039; One enemy unit that isn&#039;t immune to psychology must test Ld whenever they move or shoot or be useless. Augmenting extends the range.&lt;br /&gt;
#&#039;&#039;&#039;Dancing Scimitar:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits before rolling to see if it moves on to hit someone else. Augmenting doubles the damage to 2d6 hits and increases the range.&lt;br /&gt;
#&#039;&#039;&#039;Quicksand:&#039;&#039;&#039; One unit that&#039;s not airborne must test Initiative. On failure, they must roll an armour save that &#039;&#039;kills on a success&#039;&#039;. Which is fucking nuts because this can kill any knights or monstrosities easily. Augmenting extends the range.&lt;br /&gt;
#&#039;&#039;&#039;Sandstorm:&#039;&#039;&#039; Nobody within 12&amp;quot; of the caster can shoot and nobody inside it can be shot. Flyers are stuck with ground movement and enemies inside it cannot march on top of taking d6 S1 hits. Augmenting doubles the spell&#039;s range.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
===Treasures of the Sands===&lt;br /&gt;
*&#039;&#039;&#039;Blade of Holy Wrath:&#039;&#039;&#039; 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&#039;s on a hefty price.&lt;br /&gt;
*&#039;&#039;&#039;Martyr&#039;s Shard:&#039;&#039;&#039; 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 can instakill them, but you need an initiative bonus to make sure he gets to use it before dying.&lt;br /&gt;
*&#039;&#039;&#039;Bow of Seeking:&#039;&#039;&#039; S5 bow that ignores range penalties, making this ideal for a hero joining mamelukes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shield of Faith:&#039;&#039;&#039; 5++ ward that also immediately breaks magical weapons that wound the wielder. This is some fucking choice shit.&lt;br /&gt;
*&#039;&#039;&#039;Armour of the Scorpion:&#039;&#039;&#039; Light Armour with 5+ Natural Armour and poisoned attacks, giving you more like a 4+ save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ring of Divine Healing:&#039;&#039;&#039; Restores one wound each turn. For 40 points, isn&#039;t there better?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Golden Caraffe:&#039;&#039;&#039; This robs an enemy unit&#039;s magical armour of any properties it has and forces a re-roll on all ward saves.&lt;br /&gt;
*&#039;&#039;&#039;Lamp of Al-Ha-Dean:&#039;&#039;&#039; This lets you make wishes like a genie without buying the genie. Which, for 25 points, is neat.&lt;br /&gt;
*&#039;&#039;&#039;Rope of Kadizar:&#039;&#039;&#039; Lets an infantry model vanish during remaining moves subphase and then reappear anywhere he wants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandstorm Staff:&#039;&#039;&#039; Bound CL5 item that stores Sandstorm and lets you re-roll one power die for each spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Banner of the Desert:&#039;&#039;&#039; Enemies must re-roll to hit this unit.&lt;br /&gt;
&lt;br /&gt;
===Titles===&lt;br /&gt;
Sultans, being the pompous gits they are, can buy titles. Unlike the Ogre Kingdoms, these aren&#039;t as grandiose and can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;The Conqueror:&#039;&#039;&#039; Lets a general expand the range of IP and his commands to 18&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;The Blessed:&#039;&#039;&#039; The sultan and his unit can re-roll saves. Unfortunately, this doesn&#039;t expand to any other characters.&lt;br /&gt;
*&#039;&#039;&#039;Patron of Science:&#039;&#039;&#039; Gains Regen 6+.&lt;br /&gt;
*&#039;&#039;&#039;The Fanatic:&#039;&#039;&#039; The sultan and his unit gets frenzy.&lt;br /&gt;
*&#039;&#039;&#039;The Tyrant:&#039;&#039;&#039; The sultan&#039;s now a BSB without the ability to nab magical standards. Thankfully, he doesn&#039;t die if his unit breaks.&lt;br /&gt;
*&#039;&#039;&#039;The Glorious:&#039;&#039;&#039; The sultan and his unit add +1 to all combat resolution checks.&lt;br /&gt;
*&#039;&#039;&#039;The Wealthy:&#039;&#039;&#039; The cheapest, but offers the biggest changes. Now all palace guards, mamelukes, and janissaries can take up to 25 pts of magic items while core units can take a magic standard worth up to 25 pts.&lt;br /&gt;
&lt;br /&gt;
===Artefacts of the Creed===&lt;br /&gt;
Assassins, being the secluded society of cutthroats they are, are able to nab their own special tools. These aren&#039;t considered magic items despite pulling from the same budget and thus aren&#039;t exclusive on a per-army basis.&lt;br /&gt;
*&#039;&#039;&#039;Orb of Illusion:&#039;&#039;&#039; This Apple of Eden gives a 50/50 chance to negate all hits in close combat before saves. For 40 points, that&#039;s a pretty steal.&lt;br /&gt;
*&#039;&#039;&#039;Venom of the Desert Snake:&#039;&#039;&#039; Adds +1 to wound and forces anyone wounded to test T or eat another wound.&lt;br /&gt;
*&#039;&#039;&#039;Hidden Blade:&#039;&#039;&#039; The trademark weapon from Assassin&#039;s Creed offers KB for 25 pts.&lt;br /&gt;
*&#039;&#039;&#039;Shadowstrike:&#039;&#039;&#039; Gives Multiple Wounds (d3).&lt;br /&gt;
*&#039;&#039;&#039;Dagger of the Grand Master:&#039;&#039;&#039; A magical secondary weapon that wounds one designated enemy character on a 2+  and uses the enemy&#039;s strength to determine saves, which then must be re-rolled.&lt;br /&gt;
*&#039;&#039;&#039;Cloak of Shadows:&#039;&#039;&#039; Missiles take -2 to hit the wearer, but this only applies when they&#039;re alone.&lt;br /&gt;
*&#039;&#039;&#039;Code of the Creed:&#039;&#039;&#039; Re-rolls hits in challenges and forces enemies to accept a challenge.&lt;br /&gt;
*&#039;&#039;&#039;Nethertoxin:&#039;&#039;&#039; Poisoned Attacks that also always wound on a 4+.&lt;br /&gt;
&lt;br /&gt;
==Army Units==&lt;br /&gt;
&lt;br /&gt;
===Lords &amp;amp; Heroes===&lt;br /&gt;
====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;Sultan Jaffar:&#039;&#039;&#039; A truly wicked grand vizier, befitting the archetype. He&#039;s an L4 loremaster of shadow or death who is the mandatory general with the option of up to two djinns or efreets. While those within 12&amp;quot; can re-roll psychology, anyone outside that range takes -1 to Ld because of his dickishness. He has the means to mind-control a unit in b2b and make them betray allies. However, he is forced to cast each turn (or die) and every time he casts, he need to sacrifice d3 models and add that many dice to the power pool.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Salah Ah-Din:&#039;&#039;&#039; A legendary hero and tactician among crusaders and Warhammer&#039;s version of the Saracen leader Saladin. He&#039;s a sultan that can issue two commands with an 18&amp;quot; range for IP, lets his unit re-roll psychology and adds +1 to their combat resolution. His weapon grants ASF and ignores armour and has medium plate that forces enemies to re-roll to wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Golden Magus:&#039;&#039;&#039; He&#039;s a Grand Vizier who can summon genies mid-game. He&#039;s protected by a 5++ ward that makes close combat attacks take -1 to hit him and his sword gives +1S and flaming attacks while insta-killing the flammable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Prince of Thieves:&#039;&#039;&#039; The Prince of Persia from the pre-Sands of Time titles whom can never be the general. He hides in an army like an assassin, but his gimmick is stealing magic items and running over obstacles that aren&#039;t water. While he makes all close combat attacks against him re-roll to hit and has a badass weapon that wounds on a 2+ with re-rolled armour saves, he&#039;s the sort to keep mobile by bailing from a unit right after combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jasmine Silverveil:&#039;&#039;&#039; Princess of Araby (Gee, wonder why?) and super-fast mounted Level 2 wizard of light/heavens. She&#039;s a handy supporting leader, rallying all units within 12&amp;quot; under any circumstance. She&#039;s able to fight with a  4++ Ward and a sword that adds +2S on the charge and a bonus attack, but keep her alive - all losing her gives everyone is hatred for the unit who dropped her.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sinba&#039;ahd:&#039;&#039;&#039; Corsair lord and totally not based on the comedian Sinbad. He lets all corsairs use his Ld8 and gives one unit of them ambushers. While his dual weapons that re-roll 1s to hit and +1 attack per model in b2b and 5++ ward don&#039;t look like much, he also has another rule: all units attacking him must test Ld or be forced to only hit him on a nat 6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Malik Ibn La&#039;Ahad:&#039;&#039;&#039; Altair. No, seriously, he&#039;s freaking Altair. He&#039;s a super assassin with sniper that can make extra attacks for each missed attack an enemy makes at him and carries a magical damascus blade that adds +1S and can break magical weapons. This is on top of the Hidden Blade and Code of the Creed.&lt;br /&gt;
&lt;br /&gt;
====Generic Characters====&lt;br /&gt;
*&#039;&#039;&#039;Sultan:&#039;&#039;&#039; You have fat bastards sitting on Slann palanquins, truly a worthy position for such a decadent folk. They can bark orders to other units that grant temporary perks.&lt;br /&gt;
**&#039;&#039;&#039;Step of Ormazd:&#039;&#039;&#039; Re-roll charges.&lt;br /&gt;
**&#039;&#039;&#039;Strength of Ormazd:&#039;&#039;&#039; Re-roll hit and wound rolls in close combat, which is a good thing since you&#039;ll be needing it a lot.&lt;br /&gt;
**&#039;&#039;&#039;Fury of Ormazd:&#039;&#039;&#039; Gain an extra attack.&lt;br /&gt;
**&#039;&#039;&#039;Faith of Ormazd:&#039;&#039;&#039; The unit gets Stubborn and Immune (Psychology) to foil any fear-based shenanigans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Caliph:&#039;&#039;&#039; Your classic foot commander. On top of his melee weapons, he can also grab a shortbow or a handgun or ride a War Elephant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grand Vizier:&#039;&#039;&#039; Your wizard lord. He has access to the lores of Fire, Metal, Heavens, Light, and Desert.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Djinn:&#039;&#039;&#039; Why yes, you can put a genie into your army! Though only a wizard with access to heavens lore, he&#039;s got quite a few rules from fly, magical attacks, fear, a 5++ ward, and immunity (psychology). He&#039;s also bound to a vizier, who can make up to 3 wishes to at the start of any turn with a Ld test on the sorcerer&#039;s behalf. The wishes are each rather decent though thay last for a turn. (IP and Hold Your Ground without being a general, 2++ Ward, Loremaster that can re-roll 1s to cast)&lt;br /&gt;
**&#039;&#039;&#039;Efreets:&#039;&#039;&#039; Flaming djinns with legs and a hatred for everyone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sheikh:&#039;&#039;&#039; Your classic captain and mandatory BSB if you don&#039;t make your sultan one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vizier:&#039;&#039;&#039; The basic battle wizard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hashishin:&#039;&#039;&#039; The Brotherhood of Assassins in Warhammer form. They&#039;re basic assassin fare, hiding in units before striking. They can carry crossbows that trade off with their piercing power for short range.&lt;br /&gt;
&lt;br /&gt;
===Mounts===&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Steed:&#039;&#039;&#039; These are warhorses that have M9, but barding makes them M7 like any other horse. Needless to say, you&#039;d probably want to enjoy that speed.&lt;br /&gt;
*&#039;&#039;&#039;Camel:&#039;&#039;&#039; A slightly sturdier horse with M7 that can cause fear in horses.&lt;br /&gt;
*&#039;&#039;&#039;Flying Carpet:&#039;&#039;&#039; Pick this only if you like the idea of being friggin&#039; Aladdin. These things can&#039;t fight and only offer flight.&lt;br /&gt;
&lt;br /&gt;
===Core Units===&lt;br /&gt;
*&#039;&#039;&#039;Warriors of Araby:&#039;&#039;&#039; Your basic rank &amp;amp; file troopers. They can have an Imam to act as a secondary champion who gives Hatred in close combat. They can also buy a Dibbukim, yet another character that grants them all frenzy and forces enemies to re-roll wounds against them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bowmen:&#039;&#039;&#039; Your basic Arabyan archers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corsairs:&#039;&#039;&#039; Your skirmishing infantry, set with either shields or dual weapons. They have a nasty rule that makes enemies roll 3d6&amp;quot; for fleeing and drop the highest so they can trap any enemy they break and enslave them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slave Guard:&#039;&#039;&#039; Your expendable army of meatshields that never count towards minimum core. Characters can&#039;t join them, they can never be resolute, and sultans won&#039;t command them.  Their lone commander also hides in the rearmost rank and if he dies, the slaves panic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Desert Riders:&#039;&#039;&#039; Fast cavalry archers that can move and shoot without penalty. They can also shoot before fleeing a charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Camel Riders:&#039;&#039;&#039; Fast cavalry ambushers skilled at hit and run. They can fall back after any combat where they charged, though they have to test Ld if the battle was a loss or a draw.&lt;br /&gt;
&lt;br /&gt;
===Special Units===&lt;br /&gt;
*&#039;&#039;&#039;Palace Guard:&#039;&#039;&#039; If you take a sultan, you need these guys like Slann need temple guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Janissaries:&#039;&#039;&#039; Hard troopers that never panic and roll 3d6 drop highest when testing for redirecting charges, restraining from pursuit, marching, and reforming. These guys are your elites, given shields, halberds, shortbows, or handguns.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mamelukes:&#039;&#039;&#039; Armoured cavalry with Devastating Charge. They can grab lances to be even more terrifying.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flying Carpet Riders:&#039;&#039;&#039; Now this is some silly shit. These guys are flying cavalry that drop d6 S2 poisoned shots over an enemy they fly over each turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nomad Hunters:&#039;&#039;&#039; Your lone shooters and they&#039;re skirmishers with scout. They have handguns with 30&amp;quot; but are move or fire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nafftaun:&#039;&#039;&#039; Skirmishing grenade-chuckers. These bombs are S4 flaming attacks that ignore armour and force panic for any casualties, making them great for discouraging enemies from charging.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dervishes:&#039;&#039;&#039; Skirmishing whirlwinds of poisoned combat. They don&#039;t charge as normal, instead running through any units, dealing d3 S3 hits per dervish, so they can reach the full distance rolled. Those d3 S3 hits also apply when enemies charge the dervishes like impact hits and thy are always in soft cover.&lt;br /&gt;
&lt;br /&gt;
===Rare Units===&lt;br /&gt;
*&#039;&#039;&#039;Blade Dancers:&#039;&#039;&#039; Harem assassins. They&#039;re protected by only a 5++ ward and select one stance each turn so long as nothing is repeated (KB, +1 attack, -1 to hit rolls against them).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Basilica Cannon:&#039;&#039;&#039; A Great Cannon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War Elephant:&#039;&#039;&#039; A behemoth ridden by a crew of dudes with 1d6+1 impact hits and terror. If this big guy&#039;s shot, he has to roll Ld or move 2d6&amp;quot; in a random direction out of panic and deals impact hits towards anyone it runs over. It also has a list of upgrades to use.&lt;br /&gt;
**Mahout: Re-rolls Ld tests for stampeding&lt;br /&gt;
**Armour Plates: A 5+ save, which is good since it lacks any protection.&lt;br /&gt;
**Spike Chain: Increases the Impact Hits to 2d6.&lt;br /&gt;
**Spiked Tusks: Adds +1S to all attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sandglass of Time:&#039;&#039;&#039; This here&#039;s an oddball. It&#039;s a war machine that doesn&#039;t attack, but it instead gives magic resist 1 to units within 12&amp;quot; and gives a bonus channel/dispel die. However, breaking it deals 2d6&amp;quot; S4 hits to everyone within 12&amp;quot;. It&#039;s means of use are in several bound PL5 spells, all of which remain in play.&lt;br /&gt;
**Abeyance: Forces a unit to give up one of the following each turn: moving, casting, shooting, and fighting.&lt;br /&gt;
**Recede: Gives a unit multishot 2  and adds a bonus attack. This at least gives it a use for every unit.&lt;br /&gt;
**Gravedust: A death curse that robs -1 M/S/T/I from a unit until they die or the spell is dispelled.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roc:&#039;&#039;&#039; Giant eagles. Sadly unable to flock up.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer/Tactics]]&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547641</id>
		<title>Warhammer Army Project/9th edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547641"/>
		<updated>2019-05-04T11:53:42Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650: /* Lore of Death */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Warhammer Army Project, 9th Edition Tactica ==&lt;br /&gt;
&lt;br /&gt;
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing. &lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;t expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.&lt;br /&gt;
&lt;br /&gt;
this page is devoted to the changes between 8th edition and 9th edition.&lt;br /&gt;
&lt;br /&gt;
===Notable differences between Editions===&lt;br /&gt;
*&#039;&#039;&#039;Always Strikes Last&#039;&#039;&#039; now hurts even harder: If the model&#039;s initiative is still below that of its opponent before counting ASL, you must re-roll any successful hits that model makes.&lt;br /&gt;
*&#039;&#039;&#039;Poisoned Attacks&#039;&#039;&#039; has been rewritten so that it adds +1 to Wound rather than auto-wounding on a 6 to hit, making them more reliable.&lt;br /&gt;
*Failing &#039;&#039;&#039;Stupidity&#039;&#039;&#039; gives one fringe benefit to the victim: Immunity to Psychology. Granted, this is all stuck with the other restrictions, but it makes sure that a squad suffering from it won&#039;t break just from getting shot up in the middle of their sudden movement.&lt;br /&gt;
*&#039;&#039;&#039;Swiftstride&#039;&#039;&#039; was rewritten so that it only adds 2d6&amp;quot; movement when a unit with a movement value of 6 or lower charges, while units with higher movement get the classic 3d6 drop the lowest.&lt;br /&gt;
*&#039;&#039;&#039;Thunderstomp&#039;&#039;&#039; and vanilla &#039;&#039;&#039;Stomp&#039;&#039;&#039; have been effectively merged into one rule, dealing d6 hits on anyone in b2b, though it&#039;s lowered to d3 against lone infantry and skirmishers.&lt;br /&gt;
*Armour, in general, has been rewritten in a way that it can add to an existing save, such as &#039;&#039;&#039;Natural Armour&#039;&#039;&#039; or allowing a unit wearing only a shield and no armor in an appreciable way (read, more than just a +1 to an existing save for wearing heavier plate).&lt;br /&gt;
*Spells can actually be duplicated...once you&#039;ve exhausted every available spell for your army. This is especially useful for Orcs &amp;amp; Goblins and Skaven, who are legendarily starved for spells.&lt;br /&gt;
**Those models who can select spells, like as if they are bound spells or from some unique wizard rule, cannot select Signature Spells.&lt;br /&gt;
*Irresistible force has been removed entirely. In its place, any natural 6s you roll when casting/dispelling instead just grants you an additional die to your pool.&lt;br /&gt;
&lt;br /&gt;
====New Rules====&lt;br /&gt;
*&#039;&#039;Animated Construct:&#039;&#039; Now available to other models besides Tomb Kings. They remain Unbreakable and Immune to Poisoned Attacks. They also automatically pass checks for Redirecting Charges, Reforming, and Restraining from pursuit, but they can never march and can never use Stand &amp;amp; Shoot against a charge. They&#039;re also immune to Frenzy and Hatred, unfortunately.&lt;br /&gt;
*&#039;&#039;Aquatic:&#039;&#039; Replaces Sea Creature. These models treat water terrain as open ground and thus can march through, hold steadfast, and claim rank bonus while in water. Though they might take danger from specific terrain, they won&#039;t worry about the terrain in general. In addition, anyone shooting a unit mostly in water take -1 to hit.&lt;br /&gt;
*&#039;&#039;Armour Piercing (X):&#039;&#039; Technically always existed, but now there are things that can deal more than a -1 save penalty.&lt;br /&gt;
*&#039;&#039;Ice Attacks:&#039;&#039; Anyone attacked by a unit with this rule takes -1S and ASL. Also, immune to Ice.&lt;br /&gt;
*&#039;&#039;Ignores Armour Saves:&#039;&#039; Flat-out ignores armor. It&#039;s existed before, but now it&#039;s a legit USR&lt;br /&gt;
*&#039;&#039;Lightning Attacks:&#039;&#039; Models with this rule gain +1 to-hit and Ignores Armour against models wearing medium armour or heavier.&lt;br /&gt;
*&#039;&#039;Natural Armour:&#039;&#039; Replaces Scaly Skin. Gives a basic armour save that can stack with regular armour.&lt;br /&gt;
*&#039;&#039;Mixed Unit:&#039;&#039; Reserved for units where one sort of model is handling another sort of model (Like hounds and handlers). While Leadership is taken using the highest value in the unit, any other attacks or tests are resolved on the base model&#039;s stats. Once the Unit Strength hits below 5, there&#039;s now a risk for the handlers to get hurt - when they do take damage, all units have to take one wound before being allowed to hit another (so as to mitigate musical wound nonsense).&lt;br /&gt;
*&#039;&#039;Strength Bonus (X):&#039;&#039; Adds a bonus to the unit&#039;s Strength on the first round of any close combat.&lt;br /&gt;
*&#039;&#039;Sentient:&#039;&#039; Allows a model to benefit from Inspiring Presence or Hold Your Ground even when the model type normally wouldn&#039;t.&lt;br /&gt;
*&#039;&#039;Towering:&#039;&#039; Large Target renamed. This model is too huge to benefit from cover so long as the cover obscures less than half the model.&lt;br /&gt;
&lt;br /&gt;
====Model Types====&lt;br /&gt;
*Infantry have a unit strength of 1&lt;br /&gt;
*Monstrous Infantry have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Cavalry have Impact Hits (1) on top of Swiftstride and a unit strength of 2&lt;br /&gt;
*Monstrous Cavalry have Fear, Impact Hits (1), and Swiftstride as well as a unit strength of 4&lt;br /&gt;
*Swarms have Expendable, Skirmishers, and Unstable and have a unit strength of 3&lt;br /&gt;
*War Beasts have Swiftstride and Expendable as well as a unit strength of 1&lt;br /&gt;
*Monstrous Beasts have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Monsters have Stomp, Swiftstride, Terror, and Towering as well as a unit strength equal to their wound count&lt;br /&gt;
*Chariots have Impact Hits (d6) and Swiftstride as well as a unit strength equal to their wound count&lt;br /&gt;
**Equipping Scythes to a Chariot changes Impact Hits to d6+1.&lt;br /&gt;
*War Machines have a unit strength equal to their wound count&lt;br /&gt;
*Shrines (like the War Altar and Hurricanum) a unit strength equal to their wound count&lt;br /&gt;
&lt;br /&gt;
===Generic Armory===&lt;br /&gt;
Across the various armies of the Old World, there are things that are pretty much constantly in use no matter who uses them. Swords, axes, shields, these are the things that no army would be without. It should be noted that you can if your unit have multiple weapons that you can only use one for the entire combat, usually a weapon that isn&#039;t a hand weapon unless dual-wielding hand weapons or using a shield. You can&#039;t change this weapon unless you have rules permitting otherwise.&lt;br /&gt;
====Melee====&lt;br /&gt;
*&#039;&#039;&#039;Hand Weapon:&#039;&#039;&#039; Generic CCW.&lt;br /&gt;
**&#039;&#039;&#039;Multiple Hand Weapons:&#039;&#039;&#039; Grants a 6+ parry save and a bonus attack, but counts as a two-hander.&lt;br /&gt;
*&#039;&#039;&#039;Polearm/Halberd:&#039;&#039;&#039; +1S Two-hander weapon. Use them to dent armor.&lt;br /&gt;
*&#039;&#039;&#039;Greatweapon:&#039;&#039;&#039; +1S two-hander with an additional +1 at the first round of combat, but your model suffer -2I for the big swinger.&lt;br /&gt;
*&#039;&#039;&#039;Flail:&#039;&#039;&#039; Two-hander with SB(2) on the first round. Much stronger on the charge, less so after.&lt;br /&gt;
*&#039;&#039;&#039;Spear:&#039;&#039;&#039; Adds an extra rank to attack whenever the model doesn&#039;t charge. When non-infantry models charge the front, the model gets +1 to S and I. Cavalry with spears get +1 to S and I when they charge.&lt;br /&gt;
**&#039;&#039;&#039;Pike:&#039;&#039;&#039; The next step for spears. +3 ranks, +3 I on a turn they are charged from the front by non-infantry models.&lt;br /&gt;
*&#039;&#039;&#039;Lance:&#039;&#039;&#039; Cavalry gets +2 to S and I on the charge.&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
*&#039;&#039;&#039;Shortbow:&#039;&#039;&#039; 18&amp;quot; S3 missile with volley fire and can use Multiple Shots (2) when not moving or using stand and shoot.&lt;br /&gt;
**&#039;&#039;&#039;Bow:&#039;&#039;&#039; Now with a range of 24&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Longbow:&#039;&#039;&#039; 30&amp;quot; range now.&lt;br /&gt;
*&#039;&#039;&#039;Crossbow:&#039;&#039;&#039; 30&amp;quot; S4 shots, but you have Move or Fire. Decent for basic armor piercing.&lt;br /&gt;
**&#039;&#039;&#039;Crossbow Pistol:&#039;&#039;&#039; The range is shortened to 15&amp;quot;, but it&#039;s now Quick to Fire.&lt;br /&gt;
*&#039;&#039;&#039;Handgun:&#039;&#039;&#039; Your basic matchlock. 24&amp;quot; S4 shots with Piercing 1, but it&#039;s Move or Fire.&lt;br /&gt;
**&#039;&#039;&#039;Pistol:&#039;&#039;&#039; A Handgun with half the range but gets Quick to Fire. Using both hands adds +1 attack.&lt;br /&gt;
***&#039;&#039;&#039;Brace of Pistols:&#039;&#039;&#039; Two Handguns gives you Multishot (2), same as using both hands.&lt;br /&gt;
*&#039;&#039;&#039;Javelin:&#039;&#039;&#039; 12&amp;quot; at S:U, but they have Quick to Fire, Piercing 1, and volley. &lt;br /&gt;
*&#039;&#039;&#039;Thrown Weapon:&#039;&#039;&#039; Smaller thrown weapons like daggers or shurikens. Only has a range of 8&amp;quot;, but it has multishot (2) and Quick to Fire.&lt;br /&gt;
**&#039;&#039;&#039;Throwing Axes:&#039;&#039;&#039; Now with a very short 6&amp;quot;, but it has S+1 in exchange for multishot.&lt;br /&gt;
*&#039;&#039;&#039;Sling:&#039;&#039;&#039; Take a shortbow, and replace the volley fire with Piercing 1.&lt;br /&gt;
&lt;br /&gt;
=====War Machines=====&lt;br /&gt;
*&#039;&#039;&#039;Bolt Thrower:&#039;&#039;&#039; 48&amp;quot; S6 shots dealing d3 wounds and Pierce 1 for additional pain. It it kills the first target, it hits the one behind at S5, then the one behind at S4 and so on until someone fails to die.&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; 48&amp;quot; S10 shot that deals d6 wounds on whoever it directly lands on (assuming no mishaps). Then you roll the artillery dice again to see how far it rolls on after landing, hitting anyone else for d3 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Great Cannon:&#039;&#039;&#039; A bigger cannon with 60&amp;quot; and always dealing d6 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Grapeshot:&#039;&#039;&#039; You can load up a cannon with random scraps, making 12&amp;quot; S5 and Piercing 1 and a number of shots equal to the artillery dice. Pretty much makes it a close-range murder machine.&lt;br /&gt;
*&#039;&#039;&#039;Stone Thrower:&#039;&#039;&#039; 12-60&amp;quot; catapult that throws d6 wound attack as a small pieplate. It deals S9 damage on whoever&#039;s directly in the middle of the template, S3 to anyone near enough.&lt;br /&gt;
*&#039;&#039;&#039;Fire Thrower:&#039;&#039;&#039; A flamer with S5 flaming attacks and ignores cover.&lt;br /&gt;
&lt;br /&gt;
====Armour====&lt;br /&gt;
*&#039;&#039;&#039;Light Armour:&#039;&#039;&#039; Gives a 6+ save or adds +1 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Medium Armour:&#039;&#039;&#039; Gives a 5+ save or adds +2 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Armour:&#039;&#039;&#039; Gives a 4+ save or adds +3 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Full Plate Armour:&#039;&#039;&#039; Gives a 3+ save or adds +4 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Shield:&#039;&#039;&#039; Adds the same as Light Armour, but it also adds +1 to saves against missiles fired at the model&#039;s front and a 6++ parry save if used with a hand weapon.&lt;br /&gt;
**&#039;&#039;&#039;Buckler:&#039;&#039;&#039; A shield that&#039;s now useless for protecting against missiles, but now offers a 5++ parry.&lt;br /&gt;
*&#039;&#039;&#039;Barding:&#039;&#039;&#039; Light armor for steeds, with the exchange that it takes -1 from their movement. Charging or Pursuing takes an additional -1.&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
While all armies have their own unique armouries to pick from, this allows them to pick a generic item that covers all situations.&lt;br /&gt;
&lt;br /&gt;
====Magical Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Dragon Blade:&#039;&#039;&#039; 60 points for doubling successful hits.&lt;br /&gt;
*&#039;&#039;&#039;Giant Blade:&#039;&#039;&#039; 45 points adds +3S to a weapon without any penalty. Kickass.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Bloodshed:&#039;&#039;&#039; 45 points for a weapon that grants +3 attacks. This makes you a whirlwind of attacks.&lt;br /&gt;
*&#039;&#039;&#039;Ogre Blade:&#039;&#039;&#039; The lesser cousin of the Giant Blade, this adds only +2 S, but it&#039;s 15 points cheaper.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Strife:&#039;&#039;&#039; Budget Sword of Bloodshed, +2 attacks for 30.&lt;br /&gt;
*&#039;&#039;&#039;Bone Blade:&#039;&#039;&#039; Get Multiwound (d3) for 30 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Anti-Heroes:&#039;&#039;&#039; 30 points gives the user +1 to S/A for all opposing characters in b2b with them. A minor benefit for a champion-killer.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Sea Gold:&#039;&#039;&#039; Grants Piercing 3 for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Swift Slaying:&#039;&#039;&#039; ASF for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Fencer&#039;s Blades:&#039;&#039;&#039; Want to have WS10 for some ungodly reason? You can get two hand weapons to grant it for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Fortitude:&#039;&#039;&#039; In the event that you want Immunity to Psychology, you can spend 20 points for this.&lt;br /&gt;
*&#039;&#039;&#039;Relic Sword:&#039;&#039;&#039; For 20 points, your weapon now always wounds on a 3+ or lower, compensating for low strength or freakish toughness.&lt;br /&gt;
*&#039;&#039;&#039;Parrying Blade:&#039;&#039;&#039; You can get a 5++ parry for 20 points if you lack a shield.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Striking:&#039;&#039;&#039; 15 points adds +1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Might:&#039;&#039;&#039; 15 points for +1S.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Battle:&#039;&#039;&#039;+1A for 15.&lt;br /&gt;
*&#039;&#039;&#039;Berserker Sword:&#039;&#039;&#039; 15 points induces a permanent Frenzy.&lt;br /&gt;
*&#039;&#039;&#039;Shrieking Blade:&#039;&#039;&#039; 15 points allows you to add Fear onto a character without it.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Slicing:&#039;&#039;&#039; 15 points for Piercing 2.&lt;br /&gt;
*&#039;&#039;&#039;Venom Sword:&#039;&#039;&#039; As the name suggests, this gives Poisoned Attacks for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Biting Blade:&#039;&#039;&#039; Baby&#039;s first Sea Gold Blade, this only gives Piercing 1 for only 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Tormentor Sword:&#039;&#039;&#039; 5 points and you can now spread Stupidity to anyone you hit.&lt;br /&gt;
*&#039;&#039;&#039;Warrior Bane:&#039;&#039;&#039; 5 points lets anyone wounded by this blade lose an attack for each wound lost.&lt;br /&gt;
&lt;br /&gt;
====Magic Armour====&lt;br /&gt;
*&#039;&#039;&#039;Armour of Destiny:&#039;&#039;&#039; Heavy plate that grants a 4++ Ward for 50 points.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Fortune:&#039;&#039;&#039; 35 points for medium armor that has a 5++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Trickster&#039;s Helm:&#039;&#039;&#039; 35 points gives a 6+ save that forces successful wound rolls to be re-rolled.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Resilience:&#039;&#039;&#039; 30 points for +1 T&lt;br /&gt;
*&#039;&#039;&#039;Armour of Silvered Steel:&#039;&#039;&#039; You now have a permanent 2+ heavy armour save for 25 points, but it can&#039;t have shields improve it.&lt;br /&gt;
*&#039;&#039;&#039;Glittering Scales:&#039;&#039;&#039; This light armour forces anyone in close combat with the wearer to take -1 to hit rolls. All for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Ptolos:&#039;&#039;&#039; 20 points for a 1+ save.&lt;br /&gt;
*&#039;&#039;&#039;Gambler&#039;s Armour:&#039;&#039;&#039; Shave 15 points off the Armour of Fortune and reduce the Ward to a 6++.&lt;br /&gt;
*&#039;&#039;&#039;Spellshield:&#039;&#039;&#039; 15 points gives a shield with Resist Magic 6+.&lt;br /&gt;
*&#039;&#039;&#039;Dragonhelm:&#039;&#039;&#039; 10 points for a helmet with a 6+ save and Immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Enchanted Shield:&#039;&#039;&#039; Double the bonus a shield gives to Armour saves for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Charmed Shield:&#039;&#039;&#039; 5 points for a shield that can negate only one hit on a 2+.&lt;br /&gt;
&lt;br /&gt;
====Talismans====&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Preservation:&#039;&#039;&#039; 45 points for a 4++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Lodestone:&#039;&#039;&#039; 30 points to Resist Magic on 4+&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Endurance:&#039;&#039;&#039; 30 points grants a 4++ save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Amulet:&#039;&#039;&#039; 10 points off the Lodestone to Resist on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Dawnstone:&#039;&#039;&#039; 25 points lets you re-roll Armour saves.&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Protection:&#039;&#039;&#039; Half the price of the Endurance amulet and get a 6++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Opal Amulet:&#039;&#039;&#039; For 15 points, you get a one-time 4++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Trinket:&#039;&#039;&#039; 10 points nets you a 6+ Resist Magic.&lt;br /&gt;
*&#039;&#039;&#039;Seed of Rebirth:&#039;&#039;&#039; You get a 6+ Regen for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Dragonbane Gem:&#039;&#039;&#039; 5 points for immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Lucky Trinket:&#039;&#039;&#039; For 5 points you get to re-roll one save.&lt;br /&gt;
&lt;br /&gt;
====Arcane Items (Wizards Only)====&lt;br /&gt;
*&#039;&#039;&#039;Book of Ashur:&#039;&#039;&#039; For 60 points you get to add +1 to all casting and dispel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Feedback Scroll:&#039;&#039;&#039; For 35 points, instead of dispelling, you instead get to roll a number of die equal to the number of die the caster used and instantly wound the caster on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Destroy Magic Scroll:&#039;&#039;&#039; 35 points gives you not only an instant dispelling of a spell (unless the spell had Irresistible Force), but it also gives you the chance to erase the spell you just dispelled from the opponent&#039;s list on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Power Scroll:&#039;&#039;&#039; 35 points to let all doubles count as Irresistible Force and miscasts.&lt;br /&gt;
*&#039;&#039;&#039;Channeling Staff:&#039;&#039;&#039; For 30 points you add +1 to channel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Rod of Power:&#039;&#039;&#039; You can save up to three channeling/dispel die during each magic phase. At the start of any magic phase, you roll a die and if it&#039;s more than the number of die in the rod, you add them to the pool - otherwise they go poof.&lt;br /&gt;
*&#039;&#039;&#039;Forbidden Rod:&#039;&#039;&#039; Adds +d6 dice to the channeling pool, but you lode d3 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Earthing Rod:&#039;&#039;&#039; 25 points to re-roll one miscast.&lt;br /&gt;
*&#039;&#039;&#039;Dispel Scroll:&#039;&#039;&#039; Ol&#039; reliable. For 25 points, you get a single item that lets you use 6d6 to dispel a spell.&lt;br /&gt;
*&#039;&#039;&#039;Wand of Jet:&#039;&#039;&#039; 20 points adds +1d6 to a single casting roll, which can contribute to Irresistible Force or miscast.&lt;br /&gt;
*&#039;&#039;&#039;Power Stone:&#039;&#039;&#039; 20 points to add +2d6 to a casting roll.&lt;br /&gt;
*&#039;&#039;&#039;Luckstone:&#039;&#039;&#039; 20 points for a single do-over for a casting or dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Sceptre of Stability:&#039;&#039;&#039; 15 points to add +1d6 to a dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Scroll of Shielding:&#039;&#039;&#039; For 15 points, you can gain Resist Magic 4+ instead of dispelling.&lt;br /&gt;
*&#039;&#039;&#039;Loremaster&#039;s Tome:&#039;&#039;&#039; 15 points lets you add one more spell from the lores a wizard typically has.&lt;br /&gt;
*&#039;&#039;&#039;Wizard&#039;s Staff:&#039;&#039;&#039; 10 points adds an additional die to any casting roll.&lt;br /&gt;
&lt;br /&gt;
====Enchanted Items====&lt;br /&gt;
*&#039;&#039;&#039;Fozzrik&#039;s Folding Fortress:&#039;&#039;&#039; It&#039;s a hefty 100 points to summon a watchtower of your own after deploying your army.&lt;br /&gt;
*&#039;&#039;&#039;Wizarding Hat:&#039;&#039;&#039; You can now make a model a level 2 wizard, but now they have Stupidity. For 75 points, you&#039;d be better off with a legit wizard.&lt;br /&gt;
*&#039;&#039;&#039;Crown of Command:&#039;&#039;&#039; You now have Stubborn for 40 pts.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ring of Ruin:&#039;&#039;&#039; 35 points gives you a bound PL4 fireball&lt;br /&gt;
*&#039;&#039;&#039;Thunder Orb:&#039;&#039;&#039; This is scary. It&#039;s a bound PL4 spell that makes it impossible for any flying units to actually fly and instead have to walk anywhere.&lt;br /&gt;
*&#039;&#039;&#039;Healing Potion:&#039;&#039;&#039; 30 points gives you a single-use recovery of d6 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Carpet:&#039;&#039;&#039; 25 points lets your model fly, but now they can&#039;t join anyone.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Mask of EEE!:&#039;&#039;&#039; 25 points for Terror, but this will fuck over anyone who uses their Leadership to compensate for the lackluster morale of the troops.&lt;br /&gt;
*&#039;&#039;&#039;Potion of Strength:&#039;&#039;&#039; 10 points gives you +d3S for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Toughness:&#039;&#039;&#039; 10 points gives you +d3T for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Speed:&#039;&#039;&#039; 10 points gives you +d3A for one turn&lt;br /&gt;
*&#039;&#039;&#039;The Trickster&#039;s Shard:&#039;&#039;&#039; 15 points to force models in b2b with the holder to re-roll ward saves.&lt;br /&gt;
*&#039;&#039;&#039;Ironcurse Icon:&#039;&#039;&#039; This little 5 point trinket grants a 6++ Ward against war machines for the bearer and their unit.&lt;br /&gt;
&lt;br /&gt;
====Magic Standards (BSBs and Standard Bearers Only)====&lt;br /&gt;
*&#039;&#039;&#039;Battle Banner:&#039;&#039;&#039; A hefty 70 points, but it adds +d6 to battle resolutions.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Might:&#039;&#039;&#039; 55 points lets the unit add +1 to hit on the first turn of combat.&lt;br /&gt;
*&#039;&#039;&#039;Wailing Banner:&#039;&#039;&#039; 50 points to give a unit Terror.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Shielding:&#039;&#039;&#039; 40 units nets a unit a 6++ ward save against missiles.&lt;br /&gt;
*&#039;&#039;&#039;Rampager&#039;s Standard:&#039;&#039;&#039; 35 points to re-roll charge distances.&lt;br /&gt;
*&#039;&#039;&#039;Razor Standard:&#039;&#039;&#039; 30 points adds Armour Piercing 1 to all attacks.&lt;br /&gt;
*&#039;&#039;&#039;Dread Banner:&#039;&#039;&#039; Half the price of the Wailing Banner for only Fear.&lt;br /&gt;
*&#039;&#039;&#039;Ranger&#039;s Standard:&#039;&#039;&#039; 25 points nets you Strider. As in you don&#039;t worry about ANY terrain.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Arcane Warding:&#039;&#039;&#039; 20 points nets a unit Resist Magic 2&lt;br /&gt;
*&#039;&#039;&#039;War Banner:&#039;&#039;&#039; 20 points for +1 Combat Resolution.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Valour:&#039;&#039;&#039; 20 points to never worry about panic ever again.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Swiftness:&#039;&#039;&#039; 20 points to add Swiftstride.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Courage:&#039;&#039;&#039; 15 points lets a unit re-roll break tests.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Discipline:&#039;&#039;&#039; 15 points adds +1 to the unit&#039;s Ld, but it bans it from ever benefiting from the general&#039;s Inspiring Presence.&lt;br /&gt;
*&#039;&#039;&#039;Lichbone Pennant:&#039;&#039;&#039; Half the cost of the Arcane Warding standard for Magic Resist 1.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Eternal Flame:&#039;&#039;&#039; 10 points for flaming attacks.&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Pennant:&#039;&#039;&#039; 5 points lets the unit re-roll one Ld check.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Duty:&#039;&#039;&#039; Re-roll rally checks for 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Scarecrow Banner:&#039;&#039;&#039; For 5 points you can inspire Fear in flying units. How silly.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic...well, what else can be said that wasn&#039;t already said? Each wizard picks up a number of spells equal to their level (Loremasters excepted by knowing all spells) from one single lore. They also add a number of dice equal to their level to your pool for each magic phase, plus 2d6 die for every 2000 points your army&#039;s worth rounded down.&lt;br /&gt;
&lt;br /&gt;
While (nearly) every army possesses their own unique lores, many of them can also pick the following eight lores, each of which gives something vital that the special lore may not cover.&lt;br /&gt;
&lt;br /&gt;
===Lore of Fire===&lt;br /&gt;
&#039;&#039;Lore Attribute: Kindleflame:&#039;&#039; As you&#039;d probably guess, all your attack spells have Flaming Attacks. In addition, if your wizard targets an enemy that was already hurt by a Lore of Fire magic missile or direct damage spell, you add +d3 to the casting total. This is what makes it so spammable, especially if you have cheap wizards. Be wary that this lore does get greedy with the later spells though...&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Fireball:&#039;&#039;&#039; 24&amp;quot; magic missile that deals d6 S4 hits. You can augment it twice, each augments not only adding another 12&amp;quot; to the range but also adding d6 damage.&lt;br /&gt;
#&#039;&#039;&#039;Cascading Firecloak:&#039;&#039;&#039; Gives the wizard and their unit a protective field that deals 2d6 S4 damage to anyone in b2b.&lt;br /&gt;
#&#039;&#039;&#039;Flaming Sword of Rhuin:&#039;&#039;&#039; Already jumping into 8+ CV territory. Gives a unit within 24&amp;quot; a +1 bonus to wound with all weapons as well as flaming attacks. Want an entire rain of arrows to obliterate trolls? Wanna see how hard you can slap that war machine? Throw it on one unit and see the results.&lt;br /&gt;
#&#039;&#039;&#039;The Burning Head:&#039;&#039;&#039; Draw an 18&amp;quot; line in front of your wizard. Every model under that line eats an S4 flaming hit as if from a bouncing cannonball. If you hurt anyone with this bouncing ball of doom, they must roll a Panic test.&lt;br /&gt;
#&#039;&#039;&#039;Piercing Bolts of Burning:&#039;&#039;&#039; A 24&amp;quot; magic missile that deals d3 S4 hits for each rank of 5+ models the unit composes, meaning entire mobs just might disintegrate from this.&lt;br /&gt;
#&#039;&#039;&#039;Fulminating Flame Cage:&#039;&#039;&#039; Deal d6 S4 flaming hits to an enemy within 24&amp;quot;. If the unit ever moves, they eat another S4 flaming hit. This is better for elite units or things you know will charge your soft spots.&lt;br /&gt;
#&#039;&#039;&#039;Flame Storm:&#039;&#039;&#039; Magical artillery blast with scatter. Not the same as actual artillery, mind, it is only S4, but it&#039;s still on fire and you can augment it to make the blast bigger.&lt;br /&gt;
&lt;br /&gt;
===Lore of Metal===&lt;br /&gt;
&#039;&#039;Lore Attribute: Metallic Attraction:&#039;&#039; Add +1 to the casting value if the target wears mostly light or medium armour, add +2 if the target wears mostly heavy or full plate armour. While it has two augment powers, the rest of them are reserved for actually beating up your beefy foes. Unfortunately, this doesn&#039;t have any modifiers for dealing with war machines.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Searing Doom:&#039;&#039;&#039; A magic missile dealing d6 flaming hits that bypass armour. When rolling to wound, you instead roll against their armour save. Awesome against knights and heavy infantry, useless against anything with natural armour (Like nature spirits or Lizardmen).&lt;br /&gt;
#&#039;&#039;&#039;Plague of Rust:&#039;&#039;&#039; One unit within 24&amp;quot; takes a -1 on their armour save. &#039;&#039;For the entire game. And it stacks.&#039;&#039; This shit&#039;s priceless for making a unit eat some heavy damage.&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Blades of Aiban:&#039;&#039;&#039; One allied unit&#039;s weapons all have +1 to hit and gain magical attacks and armour piercing (1). Cast this on the gang you want to pop war machines and chariots.&lt;br /&gt;
#&#039;&#039;&#039;Glittering Robe:&#039;&#039;&#039; Gives one unit within 12&amp;quot; a 5+ natural armour save. Shields now give you a heavy armour save, and that&#039;s always boss. Just be wary against anything punching through the save and get a ward save. Unlike the other spells, this spell can be augmented to give everyone within 12&amp;quot; this benefit.&lt;br /&gt;
#&#039;&#039;&#039;Gehenna&#039;s Golden Hounds:&#039;&#039;&#039; One model within 12&amp;quot; takes d6 S5 hits. This sounds about on tier for a magic missile, except that this still permits saves (though at S5, you&#039;re punching through plenty of that). Not subject to Look Out Sir! anymore, so might be worth taking if you need to snipe wizards or BSBs&lt;br /&gt;
#&#039;&#039;&#039;Transmutation of Lead:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to WS, BS, and armour saves. Not as godmode as Plague of Rust, but it has more uses besides softening a unit up.&lt;br /&gt;
#&#039;&#039;&#039;Final Transmutation:&#039;&#039;&#039; One unit within 18&amp;quot; must roll a d6 for every model inside it; every 5+ kills a model with no save besides Magic Resistance. In addition, anyone within 12&amp;quot; of this unit that&#039;s not an beast or monster need to test for Stupidity. While this one can be used on any unit without worrying about being useless, this has a good degree of not killing enough.&lt;br /&gt;
&lt;br /&gt;
===Lore of Life===&lt;br /&gt;
&#039;&#039;Lore Attrribute: Lifebloom:&#039;&#039; Once a spell is cast, restore a wound on the caster or any unit within 12&amp;quot; of them. Considering how many of your spells are augments, you should really be focusing on going full support.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Earthblood:&#039;&#039;&#039; Grants the caster and their unit a 5+ Regen. Not the easiest thing to pull off, but it grants another save.&lt;br /&gt;
#&#039;&#039;&#039;Awakening of the Wood:&#039;&#039;&#039; Deals d6 S4 hits to a unit within 12&amp;quot;, doubling when the unit&#039;s inside a forest. You&#039;ve got other Lores for damage, you have another spell for better damage.&lt;br /&gt;
#&#039;&#039;&#039;Flesh to Stone:&#039;&#039;&#039; Adds +2 to the Toughness of a unit within 12&amp;quot;. While it won&#039;t let your monsters laugh off cannons, it will let them laugh off anything lesser and it&#039;ll let that foot infantry tank out arrows and mobs.&lt;br /&gt;
#&#039;&#039;&#039;Throne of Vines:&#039;&#039;&#039; Your wizard now has an ongoing benefit to almost every spell (Earthblood gives 4+ Regen. Awakening of Wood is S6, Flesh to Stone adds +4 T, Regrowth heals d6+1 wounds, Shield of Thorns is now S4). It also lets you ignore a miscast when you roll a 2+ on a d6. If you have some backup to cover your heals for a turn or a wizard lord, do use this ASAP.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Thorns:&#039;&#039;&#039; One unit within 24&amp;quot; now deals 2d6 automatic S3 hits to any model in b2b. Stick it on the disposables, see how many more rolls you make.&lt;br /&gt;
#&#039;&#039;&#039;Regrowth:&#039;&#039;&#039; Helas d3+1 wounds worth of models, though it won&#039;t recover standards. While alright on its own, you really want this once you used Throne of Vines.&lt;br /&gt;
#&#039;&#039;&#039;The Dwellers from Below:&#039;&#039;&#039; Your other Direct Damage spell. This one makes enemies test Strength or die, the bane of hordes and swarms. Magic Resistance is their only way out.&lt;br /&gt;
&lt;br /&gt;
===Lore of Beasts===&lt;br /&gt;
&#039;&#039;&#039;Lore Attribute: Wildheart:&#039;&#039;&#039; Reduce the CV of a spell when casting it on of war beasts, cavalry, monstrous beasts, monstrous cavalry, chariots, monsters, swarms, or Beastmen in general. Needless to say, if you either don&#039;t have an army with a good number of these units (or aren&#039;t Beastmen) or aren&#039;t facing any of these, don&#039;t feel compelled to bring a Wizard Lord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyssan&#039;s Wildform:&#039;&#039;&#039; Add +1 to a unit&#039;s Strength and Toughness. Short-ranged and rather tough to cast, but it&#039;s very worth it.&lt;br /&gt;
#&#039;&#039;&#039;The Flock of Doom:&#039;&#039;&#039; Magic missile deals 2d6 S2 hits to one unit. Unimpressive. &lt;br /&gt;
#&#039;&#039;&#039;Pann&#039;s Impenetrable Pelt:&#039;&#039;&#039; Adds +3 to the Toughness of the wizard or any character within 12&amp;quot;, ideal for challenges. &lt;br /&gt;
#&#039;&#039;&#039;The Amber Spear:&#039;&#039;&#039; Gives you a legit S6 bolt thrower with d3 wounds that bypasses armour. That&#039;s metal. Augmenting it makes it even better at S10 with d6 wounds.&lt;br /&gt;
#&#039;&#039;&#039;The Curse of Anraheir:&#039;&#039;&#039; Curses a unit with -1 to hit anything and forcing them to treat all setpieces as dangerous terrain that kills on a 1 or 2.&lt;br /&gt;
#&#039;&#039;&#039;The Savage Beast of Horros:&#039;&#039;&#039; Gives a friendly character within 12&amp;quot; +3 to Strength and Attacks, which can a even a mediocre duellist like an Empire General or a Glade Lord into something very dangerous.&lt;br /&gt;
#&#039;&#039;&#039;Transformation of Kadon:&#039;&#039;&#039; Turns your footslogging wizard into a flying monstrosity. And it can still hide in your mob. It&#039;s pretty cool, but it&#039;s hampered by all your wizard&#039;s gear suddenly no longer working, meaning that you&#039;ll &#039;&#039;need&#039;&#039; to cast something else on them if they ever hope to survive a fight, presumably before they transform or by another wizard.&lt;br /&gt;
&lt;br /&gt;
===Lore of Heavens===&lt;br /&gt;
&#039;&#039;Attribute: Roiling Skies:&#039;&#039; Any spell you cast on a flying unit takes d6 S4 hits after all the other effects. Note that this doesn&#039;t say anything about what spells it is, so you can use anything to wreck an army of eagles or pegasi.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Iceshard Blizzard:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to hit with anything and to Leadership. This is a pretty decent protection, as it can also foil any indirect fire weapons and count as Ice Attacks, so Initiative&#039;s hit too. Reminder that Ice Attacks give ASL, meaning if you hit someone with this, then charge them with something with higher Initiative, they have -1 AND have to reroll successful hits. A WS10 model will have a 25% chance of hitting a WS1 model, assuming no rerolls or to hit bonuses, if you do this.&lt;br /&gt;
#&#039;&#039;&#039;Harmonic Convergence:&#039;&#039;&#039; Lets a unit re-roll 1s on hits, wounds, and saves. Absolutely worth taking. Great on more or less everything.&lt;br /&gt;
#&#039;&#039;&#039;Wind Blast:&#039;&#039;&#039; Shoves a unit back d3+1&amp;quot; (Doubled to d6+2&amp;quot; on augment). Pretty useful for shoving back a dangerous foe, and it can damage immobile war machines. Use if something would be charging anything of yours with a strength bonus, so you get to charge them next turn and get it.&lt;br /&gt;
#&#039;&#039;&#039;Curse of the Midnight Winds:&#039;&#039;&#039; The opposite of Harmonic Convergence, an enemy unit  must now re-roll all 6s on hits, wounds, and saves. Extra fun against Saurus, who get extra attacks on 6s to hit, but still great against anything.&lt;br /&gt;
#&#039;&#039;&#039;Urannon&#039;s Thunderbolt:&#039;&#039;&#039; A d6 S6 magic missile with Lightning Attacks, so say FUCK YOU to knights! &lt;br /&gt;
#&#039;&#039;&#039;Casandora&#039;s Comet:&#039;&#039;&#039; A magic blast that doesn&#039;t scatter, but instead has a chance to land each turn, adding more hits and strength to the eventual blast. Don&#039;t be relying on it for actual damage, there&#039;s Fire for that.&lt;br /&gt;
#&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; Urannon&#039;s Thunderbolt +1. After the initial hit, it has a chance to branch off and hit another unit, and then another, and... Look, just fire this into a horde of Chaos Warriors. You&#039;ll never regret it. Excellent against MSU armies.&lt;br /&gt;
&lt;br /&gt;
===Lore of Light===&lt;br /&gt;
&#039;&#039;Lore Attribute: Exorcism:&#039;&#039; When casting a direct damage or magic missile spell against any units with the Daemonic, Vampiric, or Undead rules, the spell gains another d6 hits. Pretty choice when trying to wipe out a horde of the blighters or shutting up a Lord or Monster.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Shem&#039;s Burning Gaze:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits. &lt;br /&gt;
#&#039;&#039;&#039;Pha&#039;s Protection:&#039;&#039;&#039; One unit is now harder to hit, like an inverse Iceshard Blizzard. This is good, and the augment is better for a big line. Auto take against Wood Elves.&lt;br /&gt;
#&#039;&#039;&#039;The Speed of Light:&#039;&#039;&#039; Now gives ASF. Great on anything with Great Weapons or High Initiative, for still hitting first and rerolls respectively.&lt;br /&gt;
#&#039;&#039;&#039;Light of Battle:&#039;&#039;&#039; One unit within 12&amp;quot; can immediately rally and auto-pass all Leadership checks this turn. Unless you seriously want that unit to throw itself to death, there&#039;s better.&lt;br /&gt;
#&#039;&#039;&#039;Net of Amyntok:&#039;&#039;&#039; Your only hex, and it hurts harder than Fulminating Flame Cage. The enemy unit must test Ld to move, shoot, or cast, with failure inflicting d6 S4 hits. So not only will you lock up those Hellstriders or Skeleton Archers, you can also fuck them up. Brilliant against things that want to move, shoot and charge, for example, Gutter Runners or Dark Riders.&lt;br /&gt;
#&#039;&#039;&#039;Banishment:&#039;&#039;&#039; Deals 2d6 hits of a strength equal to 4+how many other Light wizards are around the caster. This is your immediate slaying spell.&lt;br /&gt;
#&#039;&#039;&#039;Briona&#039;s Timewarp:&#039;&#039;&#039; Ups a unit to Initiative 10, doubles its movement, and adds +1 to Attacks, all of which is yes. Stack with Speed of Light and make your team the ultimate weapon. Best on things that are slow but powerful, like Temple Guard. Seriously, take a Slaan in a block of 30 with this, you won&#039;t regret it.&lt;br /&gt;
&lt;br /&gt;
===Lore of Shadow===&lt;br /&gt;
&#039;&#039;Lore Attribute: Smoke &amp;amp; Mirrors:&#039;&#039; After casting a spell, your wizard can swap places with another character within 18&amp;quot; of the same unit type (meaning a foot wizard can only join other infantry units, horseback wizards can only join cavalry, etc.). Good at shuffling around characters to were they want to be. &lt;br /&gt;
:*&#039;&#039;&#039;Melkoth&#039;s Mystifying Miasma:&#039;&#039;&#039; A long-range and easy to cast hex, this robs a unit of d3 WS, BS, Movement, or Initiative. The Augment, which is pretty good to cast, has this rob all of them. All of these are at least useful sometimes. WS, BS are obvious, use against stabby people and shooty people, but you can use the Movement one against anything you want to catch or run away from, and the Initiative one if you have Great Weapons and still want to hit first, or if you have ASF/have given them ASL for rerolls.&lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; One character within 12&amp;quot; flies as if they were in the Remaining Moves sub-phase. Pretty much needed to keep up with cavalry or if you need to throw a hero at a target.&lt;br /&gt;
#&#039;&#039;&#039;The Enfeebling Foe:&#039;&#039;&#039; The enemy unit loses d3 from Strength. Need to remove Great Weapons, Spears, or Lances from the equation? Need to survive a monster? Throw it on &#039;em. &lt;br /&gt;
#&#039;&#039;&#039;The Withering:&#039;&#039;&#039; The enemy unit loses d3 Toughness. Take the chance and gank the fucker. Better against monsters due to high toughness. If you have Handgunners (or your army&#039;s equivalent) you can wound pretty much everything on 3s and ignore a decent bit of armour with this&lt;br /&gt;
#&#039;&#039;&#039;The Penumbral Pendulum:&#039;&#039;&#039; Draw a 6d6&amp;quot; line in front of the caster. Every model under it must test Initiative or eat a cannonball-tier blast. While this sounds epic and it can totally wreck monsters and war machines, it suffers in terms of precision. Good on flying wizards, as they can position properly to make the most out of it. Also combos wit Melkoth&#039;s.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; See that blast template that just scattered? Everyone under it must now test Initiative or DIE. This is on tier with the Purple Sun as ruiners of everyone&#039;s shit. Combo with Melkoth&#039;s&lt;br /&gt;
#&#039;&#039;&#039;Okkam&#039;s Mindrazor:&#039;&#039;&#039; Okay, this is some high-class business here. This makes a unit use their Leadership when rolling to wound and when figuring out how much armour saves are impacted. If you have a well-disciplined unit of men with good Leadership or within the general&#039;s Inspiring Presence, then you have a unit that can insta-kill anything they touch. Black Guard enjoy this spell.&lt;br /&gt;
&lt;br /&gt;
===Lore of Death===&lt;br /&gt;
&#039;&#039;Lore Attribute: Life Leeching:&#039;&#039; Every time a spell kills a model, roll a d6. Every 6 pulls in a die for the power pool. This makes them very useful as an opening act for another spell, be it from this or another wizard.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Spirit Leech:&#039;&#039;&#039; The wizard and one model must roll d6+Leadership. If the wizard wins, the target takes a number of armour-negating wounds equal to how much the test was failed by.&lt;br /&gt;
#&#039;&#039;&#039;Aspect of the Dreadknight:&#039;&#039;&#039; One unit gains Fear/Terror. Depending on the situation, this might help tip the scales on a fight, especially when combo&#039;d with Doom and Darkness.&lt;br /&gt;
#&#039;&#039;&#039;The Caress of Laniph:&#039;&#039;&#039; One enemy model takes a number of hits equal to 2d6 minus their Strength. These hits all wound on a 4+ and go through armour, making it better for lone models and single champions than against big monsters.&lt;br /&gt;
#&#039;&#039;&#039;Soulblight:&#039;&#039;&#039; An enemy unit takes -1 to Strength and Toughness. While this is pretty good, the augment spreads it to everyone within 24&amp;quot; rather than just one within 24&amp;quot;. Fucking fantastic.&lt;br /&gt;
#&#039;&#039;&#039;Doom and Darkness:&#039;&#039;&#039; One enemy unit within 24&amp;quot; takes -3 to Leadership. Unless you&#039;re taking a unit outside of Inspiring Presence and you have something with Fear or Terror. A Von Carstein Vampire Lord with this and Aura of Dark Majesty give -4LD, so do that and use Spirit Leech, oneshot their general. &lt;br /&gt;
#&#039;&#039;&#039;The Fate of Bjuna:&#039;&#039;&#039; The other Caress of Laniph. Those hits are subtracted by Toughness, but these hits are now wounding by 2+. This is what you want against monsters.&lt;br /&gt;
#&#039;&#039;&#039;The Purple Sun of Xereus:&#039;&#039;&#039; Awwww yeah. This magical vortex forces anyone it passes over to test Initiative or die. Run against any MI or monster-heavy army and watch those tears. And then drink them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547640</id>
		<title>Warhammer Army Project/9th edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547640"/>
		<updated>2019-05-04T11:51:51Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650: /* Lore of Shadow */&lt;/p&gt;
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== Warhammer Army Project, 9th Edition Tactica ==&lt;br /&gt;
&lt;br /&gt;
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing. &lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;t expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.&lt;br /&gt;
&lt;br /&gt;
this page is devoted to the changes between 8th edition and 9th edition.&lt;br /&gt;
&lt;br /&gt;
===Notable differences between Editions===&lt;br /&gt;
*&#039;&#039;&#039;Always Strikes Last&#039;&#039;&#039; now hurts even harder: If the model&#039;s initiative is still below that of its opponent before counting ASL, you must re-roll any successful hits that model makes.&lt;br /&gt;
*&#039;&#039;&#039;Poisoned Attacks&#039;&#039;&#039; has been rewritten so that it adds +1 to Wound rather than auto-wounding on a 6 to hit, making them more reliable.&lt;br /&gt;
*Failing &#039;&#039;&#039;Stupidity&#039;&#039;&#039; gives one fringe benefit to the victim: Immunity to Psychology. Granted, this is all stuck with the other restrictions, but it makes sure that a squad suffering from it won&#039;t break just from getting shot up in the middle of their sudden movement.&lt;br /&gt;
*&#039;&#039;&#039;Swiftstride&#039;&#039;&#039; was rewritten so that it only adds 2d6&amp;quot; movement when a unit with a movement value of 6 or lower charges, while units with higher movement get the classic 3d6 drop the lowest.&lt;br /&gt;
*&#039;&#039;&#039;Thunderstomp&#039;&#039;&#039; and vanilla &#039;&#039;&#039;Stomp&#039;&#039;&#039; have been effectively merged into one rule, dealing d6 hits on anyone in b2b, though it&#039;s lowered to d3 against lone infantry and skirmishers.&lt;br /&gt;
*Armour, in general, has been rewritten in a way that it can add to an existing save, such as &#039;&#039;&#039;Natural Armour&#039;&#039;&#039; or allowing a unit wearing only a shield and no armor in an appreciable way (read, more than just a +1 to an existing save for wearing heavier plate).&lt;br /&gt;
*Spells can actually be duplicated...once you&#039;ve exhausted every available spell for your army. This is especially useful for Orcs &amp;amp; Goblins and Skaven, who are legendarily starved for spells.&lt;br /&gt;
**Those models who can select spells, like as if they are bound spells or from some unique wizard rule, cannot select Signature Spells.&lt;br /&gt;
*Irresistible force has been removed entirely. In its place, any natural 6s you roll when casting/dispelling instead just grants you an additional die to your pool.&lt;br /&gt;
&lt;br /&gt;
====New Rules====&lt;br /&gt;
*&#039;&#039;Animated Construct:&#039;&#039; Now available to other models besides Tomb Kings. They remain Unbreakable and Immune to Poisoned Attacks. They also automatically pass checks for Redirecting Charges, Reforming, and Restraining from pursuit, but they can never march and can never use Stand &amp;amp; Shoot against a charge. They&#039;re also immune to Frenzy and Hatred, unfortunately.&lt;br /&gt;
*&#039;&#039;Aquatic:&#039;&#039; Replaces Sea Creature. These models treat water terrain as open ground and thus can march through, hold steadfast, and claim rank bonus while in water. Though they might take danger from specific terrain, they won&#039;t worry about the terrain in general. In addition, anyone shooting a unit mostly in water take -1 to hit.&lt;br /&gt;
*&#039;&#039;Armour Piercing (X):&#039;&#039; Technically always existed, but now there are things that can deal more than a -1 save penalty.&lt;br /&gt;
*&#039;&#039;Ice Attacks:&#039;&#039; Anyone attacked by a unit with this rule takes -1S and ASL. Also, immune to Ice.&lt;br /&gt;
*&#039;&#039;Ignores Armour Saves:&#039;&#039; Flat-out ignores armor. It&#039;s existed before, but now it&#039;s a legit USR&lt;br /&gt;
*&#039;&#039;Lightning Attacks:&#039;&#039; Models with this rule gain +1 to-hit and Ignores Armour against models wearing medium armour or heavier.&lt;br /&gt;
*&#039;&#039;Natural Armour:&#039;&#039; Replaces Scaly Skin. Gives a basic armour save that can stack with regular armour.&lt;br /&gt;
*&#039;&#039;Mixed Unit:&#039;&#039; Reserved for units where one sort of model is handling another sort of model (Like hounds and handlers). While Leadership is taken using the highest value in the unit, any other attacks or tests are resolved on the base model&#039;s stats. Once the Unit Strength hits below 5, there&#039;s now a risk for the handlers to get hurt - when they do take damage, all units have to take one wound before being allowed to hit another (so as to mitigate musical wound nonsense).&lt;br /&gt;
*&#039;&#039;Strength Bonus (X):&#039;&#039; Adds a bonus to the unit&#039;s Strength on the first round of any close combat.&lt;br /&gt;
*&#039;&#039;Sentient:&#039;&#039; Allows a model to benefit from Inspiring Presence or Hold Your Ground even when the model type normally wouldn&#039;t.&lt;br /&gt;
*&#039;&#039;Towering:&#039;&#039; Large Target renamed. This model is too huge to benefit from cover so long as the cover obscures less than half the model.&lt;br /&gt;
&lt;br /&gt;
====Model Types====&lt;br /&gt;
*Infantry have a unit strength of 1&lt;br /&gt;
*Monstrous Infantry have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Cavalry have Impact Hits (1) on top of Swiftstride and a unit strength of 2&lt;br /&gt;
*Monstrous Cavalry have Fear, Impact Hits (1), and Swiftstride as well as a unit strength of 4&lt;br /&gt;
*Swarms have Expendable, Skirmishers, and Unstable and have a unit strength of 3&lt;br /&gt;
*War Beasts have Swiftstride and Expendable as well as a unit strength of 1&lt;br /&gt;
*Monstrous Beasts have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Monsters have Stomp, Swiftstride, Terror, and Towering as well as a unit strength equal to their wound count&lt;br /&gt;
*Chariots have Impact Hits (d6) and Swiftstride as well as a unit strength equal to their wound count&lt;br /&gt;
**Equipping Scythes to a Chariot changes Impact Hits to d6+1.&lt;br /&gt;
*War Machines have a unit strength equal to their wound count&lt;br /&gt;
*Shrines (like the War Altar and Hurricanum) a unit strength equal to their wound count&lt;br /&gt;
&lt;br /&gt;
===Generic Armory===&lt;br /&gt;
Across the various armies of the Old World, there are things that are pretty much constantly in use no matter who uses them. Swords, axes, shields, these are the things that no army would be without. It should be noted that you can if your unit have multiple weapons that you can only use one for the entire combat, usually a weapon that isn&#039;t a hand weapon unless dual-wielding hand weapons or using a shield. You can&#039;t change this weapon unless you have rules permitting otherwise.&lt;br /&gt;
====Melee====&lt;br /&gt;
*&#039;&#039;&#039;Hand Weapon:&#039;&#039;&#039; Generic CCW.&lt;br /&gt;
**&#039;&#039;&#039;Multiple Hand Weapons:&#039;&#039;&#039; Grants a 6+ parry save and a bonus attack, but counts as a two-hander.&lt;br /&gt;
*&#039;&#039;&#039;Polearm/Halberd:&#039;&#039;&#039; +1S Two-hander weapon. Use them to dent armor.&lt;br /&gt;
*&#039;&#039;&#039;Greatweapon:&#039;&#039;&#039; +1S two-hander with an additional +1 at the first round of combat, but your model suffer -2I for the big swinger.&lt;br /&gt;
*&#039;&#039;&#039;Flail:&#039;&#039;&#039; Two-hander with SB(2) on the first round. Much stronger on the charge, less so after.&lt;br /&gt;
*&#039;&#039;&#039;Spear:&#039;&#039;&#039; Adds an extra rank to attack whenever the model doesn&#039;t charge. When non-infantry models charge the front, the model gets +1 to S and I. Cavalry with spears get +1 to S and I when they charge.&lt;br /&gt;
**&#039;&#039;&#039;Pike:&#039;&#039;&#039; The next step for spears. +3 ranks, +3 I on a turn they are charged from the front by non-infantry models.&lt;br /&gt;
*&#039;&#039;&#039;Lance:&#039;&#039;&#039; Cavalry gets +2 to S and I on the charge.&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
*&#039;&#039;&#039;Shortbow:&#039;&#039;&#039; 18&amp;quot; S3 missile with volley fire and can use Multiple Shots (2) when not moving or using stand and shoot.&lt;br /&gt;
**&#039;&#039;&#039;Bow:&#039;&#039;&#039; Now with a range of 24&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Longbow:&#039;&#039;&#039; 30&amp;quot; range now.&lt;br /&gt;
*&#039;&#039;&#039;Crossbow:&#039;&#039;&#039; 30&amp;quot; S4 shots, but you have Move or Fire. Decent for basic armor piercing.&lt;br /&gt;
**&#039;&#039;&#039;Crossbow Pistol:&#039;&#039;&#039; The range is shortened to 15&amp;quot;, but it&#039;s now Quick to Fire.&lt;br /&gt;
*&#039;&#039;&#039;Handgun:&#039;&#039;&#039; Your basic matchlock. 24&amp;quot; S4 shots with Piercing 1, but it&#039;s Move or Fire.&lt;br /&gt;
**&#039;&#039;&#039;Pistol:&#039;&#039;&#039; A Handgun with half the range but gets Quick to Fire. Using both hands adds +1 attack.&lt;br /&gt;
***&#039;&#039;&#039;Brace of Pistols:&#039;&#039;&#039; Two Handguns gives you Multishot (2), same as using both hands.&lt;br /&gt;
*&#039;&#039;&#039;Javelin:&#039;&#039;&#039; 12&amp;quot; at S:U, but they have Quick to Fire, Piercing 1, and volley. &lt;br /&gt;
*&#039;&#039;&#039;Thrown Weapon:&#039;&#039;&#039; Smaller thrown weapons like daggers or shurikens. Only has a range of 8&amp;quot;, but it has multishot (2) and Quick to Fire.&lt;br /&gt;
**&#039;&#039;&#039;Throwing Axes:&#039;&#039;&#039; Now with a very short 6&amp;quot;, but it has S+1 in exchange for multishot.&lt;br /&gt;
*&#039;&#039;&#039;Sling:&#039;&#039;&#039; Take a shortbow, and replace the volley fire with Piercing 1.&lt;br /&gt;
&lt;br /&gt;
=====War Machines=====&lt;br /&gt;
*&#039;&#039;&#039;Bolt Thrower:&#039;&#039;&#039; 48&amp;quot; S6 shots dealing d3 wounds and Pierce 1 for additional pain. It it kills the first target, it hits the one behind at S5, then the one behind at S4 and so on until someone fails to die.&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; 48&amp;quot; S10 shot that deals d6 wounds on whoever it directly lands on (assuming no mishaps). Then you roll the artillery dice again to see how far it rolls on after landing, hitting anyone else for d3 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Great Cannon:&#039;&#039;&#039; A bigger cannon with 60&amp;quot; and always dealing d6 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Grapeshot:&#039;&#039;&#039; You can load up a cannon with random scraps, making 12&amp;quot; S5 and Piercing 1 and a number of shots equal to the artillery dice. Pretty much makes it a close-range murder machine.&lt;br /&gt;
*&#039;&#039;&#039;Stone Thrower:&#039;&#039;&#039; 12-60&amp;quot; catapult that throws d6 wound attack as a small pieplate. It deals S9 damage on whoever&#039;s directly in the middle of the template, S3 to anyone near enough.&lt;br /&gt;
*&#039;&#039;&#039;Fire Thrower:&#039;&#039;&#039; A flamer with S5 flaming attacks and ignores cover.&lt;br /&gt;
&lt;br /&gt;
====Armour====&lt;br /&gt;
*&#039;&#039;&#039;Light Armour:&#039;&#039;&#039; Gives a 6+ save or adds +1 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Medium Armour:&#039;&#039;&#039; Gives a 5+ save or adds +2 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Armour:&#039;&#039;&#039; Gives a 4+ save or adds +3 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Full Plate Armour:&#039;&#039;&#039; Gives a 3+ save or adds +4 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Shield:&#039;&#039;&#039; Adds the same as Light Armour, but it also adds +1 to saves against missiles fired at the model&#039;s front and a 6++ parry save if used with a hand weapon.&lt;br /&gt;
**&#039;&#039;&#039;Buckler:&#039;&#039;&#039; A shield that&#039;s now useless for protecting against missiles, but now offers a 5++ parry.&lt;br /&gt;
*&#039;&#039;&#039;Barding:&#039;&#039;&#039; Light armor for steeds, with the exchange that it takes -1 from their movement. Charging or Pursuing takes an additional -1.&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
While all armies have their own unique armouries to pick from, this allows them to pick a generic item that covers all situations.&lt;br /&gt;
&lt;br /&gt;
====Magical Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Dragon Blade:&#039;&#039;&#039; 60 points for doubling successful hits.&lt;br /&gt;
*&#039;&#039;&#039;Giant Blade:&#039;&#039;&#039; 45 points adds +3S to a weapon without any penalty. Kickass.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Bloodshed:&#039;&#039;&#039; 45 points for a weapon that grants +3 attacks. This makes you a whirlwind of attacks.&lt;br /&gt;
*&#039;&#039;&#039;Ogre Blade:&#039;&#039;&#039; The lesser cousin of the Giant Blade, this adds only +2 S, but it&#039;s 15 points cheaper.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Strife:&#039;&#039;&#039; Budget Sword of Bloodshed, +2 attacks for 30.&lt;br /&gt;
*&#039;&#039;&#039;Bone Blade:&#039;&#039;&#039; Get Multiwound (d3) for 30 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Anti-Heroes:&#039;&#039;&#039; 30 points gives the user +1 to S/A for all opposing characters in b2b with them. A minor benefit for a champion-killer.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Sea Gold:&#039;&#039;&#039; Grants Piercing 3 for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Swift Slaying:&#039;&#039;&#039; ASF for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Fencer&#039;s Blades:&#039;&#039;&#039; Want to have WS10 for some ungodly reason? You can get two hand weapons to grant it for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Fortitude:&#039;&#039;&#039; In the event that you want Immunity to Psychology, you can spend 20 points for this.&lt;br /&gt;
*&#039;&#039;&#039;Relic Sword:&#039;&#039;&#039; For 20 points, your weapon now always wounds on a 3+ or lower, compensating for low strength or freakish toughness.&lt;br /&gt;
*&#039;&#039;&#039;Parrying Blade:&#039;&#039;&#039; You can get a 5++ parry for 20 points if you lack a shield.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Striking:&#039;&#039;&#039; 15 points adds +1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Might:&#039;&#039;&#039; 15 points for +1S.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Battle:&#039;&#039;&#039;+1A for 15.&lt;br /&gt;
*&#039;&#039;&#039;Berserker Sword:&#039;&#039;&#039; 15 points induces a permanent Frenzy.&lt;br /&gt;
*&#039;&#039;&#039;Shrieking Blade:&#039;&#039;&#039; 15 points allows you to add Fear onto a character without it.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Slicing:&#039;&#039;&#039; 15 points for Piercing 2.&lt;br /&gt;
*&#039;&#039;&#039;Venom Sword:&#039;&#039;&#039; As the name suggests, this gives Poisoned Attacks for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Biting Blade:&#039;&#039;&#039; Baby&#039;s first Sea Gold Blade, this only gives Piercing 1 for only 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Tormentor Sword:&#039;&#039;&#039; 5 points and you can now spread Stupidity to anyone you hit.&lt;br /&gt;
*&#039;&#039;&#039;Warrior Bane:&#039;&#039;&#039; 5 points lets anyone wounded by this blade lose an attack for each wound lost.&lt;br /&gt;
&lt;br /&gt;
====Magic Armour====&lt;br /&gt;
*&#039;&#039;&#039;Armour of Destiny:&#039;&#039;&#039; Heavy plate that grants a 4++ Ward for 50 points.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Fortune:&#039;&#039;&#039; 35 points for medium armor that has a 5++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Trickster&#039;s Helm:&#039;&#039;&#039; 35 points gives a 6+ save that forces successful wound rolls to be re-rolled.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Resilience:&#039;&#039;&#039; 30 points for +1 T&lt;br /&gt;
*&#039;&#039;&#039;Armour of Silvered Steel:&#039;&#039;&#039; You now have a permanent 2+ heavy armour save for 25 points, but it can&#039;t have shields improve it.&lt;br /&gt;
*&#039;&#039;&#039;Glittering Scales:&#039;&#039;&#039; This light armour forces anyone in close combat with the wearer to take -1 to hit rolls. All for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Ptolos:&#039;&#039;&#039; 20 points for a 1+ save.&lt;br /&gt;
*&#039;&#039;&#039;Gambler&#039;s Armour:&#039;&#039;&#039; Shave 15 points off the Armour of Fortune and reduce the Ward to a 6++.&lt;br /&gt;
*&#039;&#039;&#039;Spellshield:&#039;&#039;&#039; 15 points gives a shield with Resist Magic 6+.&lt;br /&gt;
*&#039;&#039;&#039;Dragonhelm:&#039;&#039;&#039; 10 points for a helmet with a 6+ save and Immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Enchanted Shield:&#039;&#039;&#039; Double the bonus a shield gives to Armour saves for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Charmed Shield:&#039;&#039;&#039; 5 points for a shield that can negate only one hit on a 2+.&lt;br /&gt;
&lt;br /&gt;
====Talismans====&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Preservation:&#039;&#039;&#039; 45 points for a 4++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Lodestone:&#039;&#039;&#039; 30 points to Resist Magic on 4+&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Endurance:&#039;&#039;&#039; 30 points grants a 4++ save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Amulet:&#039;&#039;&#039; 10 points off the Lodestone to Resist on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Dawnstone:&#039;&#039;&#039; 25 points lets you re-roll Armour saves.&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Protection:&#039;&#039;&#039; Half the price of the Endurance amulet and get a 6++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Opal Amulet:&#039;&#039;&#039; For 15 points, you get a one-time 4++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Trinket:&#039;&#039;&#039; 10 points nets you a 6+ Resist Magic.&lt;br /&gt;
*&#039;&#039;&#039;Seed of Rebirth:&#039;&#039;&#039; You get a 6+ Regen for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Dragonbane Gem:&#039;&#039;&#039; 5 points for immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Lucky Trinket:&#039;&#039;&#039; For 5 points you get to re-roll one save.&lt;br /&gt;
&lt;br /&gt;
====Arcane Items (Wizards Only)====&lt;br /&gt;
*&#039;&#039;&#039;Book of Ashur:&#039;&#039;&#039; For 60 points you get to add +1 to all casting and dispel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Feedback Scroll:&#039;&#039;&#039; For 35 points, instead of dispelling, you instead get to roll a number of die equal to the number of die the caster used and instantly wound the caster on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Destroy Magic Scroll:&#039;&#039;&#039; 35 points gives you not only an instant dispelling of a spell (unless the spell had Irresistible Force), but it also gives you the chance to erase the spell you just dispelled from the opponent&#039;s list on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Power Scroll:&#039;&#039;&#039; 35 points to let all doubles count as Irresistible Force and miscasts.&lt;br /&gt;
*&#039;&#039;&#039;Channeling Staff:&#039;&#039;&#039; For 30 points you add +1 to channel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Rod of Power:&#039;&#039;&#039; You can save up to three channeling/dispel die during each magic phase. At the start of any magic phase, you roll a die and if it&#039;s more than the number of die in the rod, you add them to the pool - otherwise they go poof.&lt;br /&gt;
*&#039;&#039;&#039;Forbidden Rod:&#039;&#039;&#039; Adds +d6 dice to the channeling pool, but you lode d3 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Earthing Rod:&#039;&#039;&#039; 25 points to re-roll one miscast.&lt;br /&gt;
*&#039;&#039;&#039;Dispel Scroll:&#039;&#039;&#039; Ol&#039; reliable. For 25 points, you get a single item that lets you use 6d6 to dispel a spell.&lt;br /&gt;
*&#039;&#039;&#039;Wand of Jet:&#039;&#039;&#039; 20 points adds +1d6 to a single casting roll, which can contribute to Irresistible Force or miscast.&lt;br /&gt;
*&#039;&#039;&#039;Power Stone:&#039;&#039;&#039; 20 points to add +2d6 to a casting roll.&lt;br /&gt;
*&#039;&#039;&#039;Luckstone:&#039;&#039;&#039; 20 points for a single do-over for a casting or dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Sceptre of Stability:&#039;&#039;&#039; 15 points to add +1d6 to a dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Scroll of Shielding:&#039;&#039;&#039; For 15 points, you can gain Resist Magic 4+ instead of dispelling.&lt;br /&gt;
*&#039;&#039;&#039;Loremaster&#039;s Tome:&#039;&#039;&#039; 15 points lets you add one more spell from the lores a wizard typically has.&lt;br /&gt;
*&#039;&#039;&#039;Wizard&#039;s Staff:&#039;&#039;&#039; 10 points adds an additional die to any casting roll.&lt;br /&gt;
&lt;br /&gt;
====Enchanted Items====&lt;br /&gt;
*&#039;&#039;&#039;Fozzrik&#039;s Folding Fortress:&#039;&#039;&#039; It&#039;s a hefty 100 points to summon a watchtower of your own after deploying your army.&lt;br /&gt;
*&#039;&#039;&#039;Wizarding Hat:&#039;&#039;&#039; You can now make a model a level 2 wizard, but now they have Stupidity. For 75 points, you&#039;d be better off with a legit wizard.&lt;br /&gt;
*&#039;&#039;&#039;Crown of Command:&#039;&#039;&#039; You now have Stubborn for 40 pts.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ring of Ruin:&#039;&#039;&#039; 35 points gives you a bound PL4 fireball&lt;br /&gt;
*&#039;&#039;&#039;Thunder Orb:&#039;&#039;&#039; This is scary. It&#039;s a bound PL4 spell that makes it impossible for any flying units to actually fly and instead have to walk anywhere.&lt;br /&gt;
*&#039;&#039;&#039;Healing Potion:&#039;&#039;&#039; 30 points gives you a single-use recovery of d6 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Carpet:&#039;&#039;&#039; 25 points lets your model fly, but now they can&#039;t join anyone.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Mask of EEE!:&#039;&#039;&#039; 25 points for Terror, but this will fuck over anyone who uses their Leadership to compensate for the lackluster morale of the troops.&lt;br /&gt;
*&#039;&#039;&#039;Potion of Strength:&#039;&#039;&#039; 10 points gives you +d3S for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Toughness:&#039;&#039;&#039; 10 points gives you +d3T for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Speed:&#039;&#039;&#039; 10 points gives you +d3A for one turn&lt;br /&gt;
*&#039;&#039;&#039;The Trickster&#039;s Shard:&#039;&#039;&#039; 15 points to force models in b2b with the holder to re-roll ward saves.&lt;br /&gt;
*&#039;&#039;&#039;Ironcurse Icon:&#039;&#039;&#039; This little 5 point trinket grants a 6++ Ward against war machines for the bearer and their unit.&lt;br /&gt;
&lt;br /&gt;
====Magic Standards (BSBs and Standard Bearers Only)====&lt;br /&gt;
*&#039;&#039;&#039;Battle Banner:&#039;&#039;&#039; A hefty 70 points, but it adds +d6 to battle resolutions.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Might:&#039;&#039;&#039; 55 points lets the unit add +1 to hit on the first turn of combat.&lt;br /&gt;
*&#039;&#039;&#039;Wailing Banner:&#039;&#039;&#039; 50 points to give a unit Terror.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Shielding:&#039;&#039;&#039; 40 units nets a unit a 6++ ward save against missiles.&lt;br /&gt;
*&#039;&#039;&#039;Rampager&#039;s Standard:&#039;&#039;&#039; 35 points to re-roll charge distances.&lt;br /&gt;
*&#039;&#039;&#039;Razor Standard:&#039;&#039;&#039; 30 points adds Armour Piercing 1 to all attacks.&lt;br /&gt;
*&#039;&#039;&#039;Dread Banner:&#039;&#039;&#039; Half the price of the Wailing Banner for only Fear.&lt;br /&gt;
*&#039;&#039;&#039;Ranger&#039;s Standard:&#039;&#039;&#039; 25 points nets you Strider. As in you don&#039;t worry about ANY terrain.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Arcane Warding:&#039;&#039;&#039; 20 points nets a unit Resist Magic 2&lt;br /&gt;
*&#039;&#039;&#039;War Banner:&#039;&#039;&#039; 20 points for +1 Combat Resolution.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Valour:&#039;&#039;&#039; 20 points to never worry about panic ever again.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Swiftness:&#039;&#039;&#039; 20 points to add Swiftstride.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Courage:&#039;&#039;&#039; 15 points lets a unit re-roll break tests.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Discipline:&#039;&#039;&#039; 15 points adds +1 to the unit&#039;s Ld, but it bans it from ever benefiting from the general&#039;s Inspiring Presence.&lt;br /&gt;
*&#039;&#039;&#039;Lichbone Pennant:&#039;&#039;&#039; Half the cost of the Arcane Warding standard for Magic Resist 1.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Eternal Flame:&#039;&#039;&#039; 10 points for flaming attacks.&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Pennant:&#039;&#039;&#039; 5 points lets the unit re-roll one Ld check.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Duty:&#039;&#039;&#039; Re-roll rally checks for 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Scarecrow Banner:&#039;&#039;&#039; For 5 points you can inspire Fear in flying units. How silly.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic...well, what else can be said that wasn&#039;t already said? Each wizard picks up a number of spells equal to their level (Loremasters excepted by knowing all spells) from one single lore. They also add a number of dice equal to their level to your pool for each magic phase, plus 2d6 die for every 2000 points your army&#039;s worth rounded down.&lt;br /&gt;
&lt;br /&gt;
While (nearly) every army possesses their own unique lores, many of them can also pick the following eight lores, each of which gives something vital that the special lore may not cover.&lt;br /&gt;
&lt;br /&gt;
===Lore of Fire===&lt;br /&gt;
&#039;&#039;Lore Attribute: Kindleflame:&#039;&#039; As you&#039;d probably guess, all your attack spells have Flaming Attacks. In addition, if your wizard targets an enemy that was already hurt by a Lore of Fire magic missile or direct damage spell, you add +d3 to the casting total. This is what makes it so spammable, especially if you have cheap wizards. Be wary that this lore does get greedy with the later spells though...&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Fireball:&#039;&#039;&#039; 24&amp;quot; magic missile that deals d6 S4 hits. You can augment it twice, each augments not only adding another 12&amp;quot; to the range but also adding d6 damage.&lt;br /&gt;
#&#039;&#039;&#039;Cascading Firecloak:&#039;&#039;&#039; Gives the wizard and their unit a protective field that deals 2d6 S4 damage to anyone in b2b.&lt;br /&gt;
#&#039;&#039;&#039;Flaming Sword of Rhuin:&#039;&#039;&#039; Already jumping into 8+ CV territory. Gives a unit within 24&amp;quot; a +1 bonus to wound with all weapons as well as flaming attacks. Want an entire rain of arrows to obliterate trolls? Wanna see how hard you can slap that war machine? Throw it on one unit and see the results.&lt;br /&gt;
#&#039;&#039;&#039;The Burning Head:&#039;&#039;&#039; Draw an 18&amp;quot; line in front of your wizard. Every model under that line eats an S4 flaming hit as if from a bouncing cannonball. If you hurt anyone with this bouncing ball of doom, they must roll a Panic test.&lt;br /&gt;
#&#039;&#039;&#039;Piercing Bolts of Burning:&#039;&#039;&#039; A 24&amp;quot; magic missile that deals d3 S4 hits for each rank of 5+ models the unit composes, meaning entire mobs just might disintegrate from this.&lt;br /&gt;
#&#039;&#039;&#039;Fulminating Flame Cage:&#039;&#039;&#039; Deal d6 S4 flaming hits to an enemy within 24&amp;quot;. If the unit ever moves, they eat another S4 flaming hit. This is better for elite units or things you know will charge your soft spots.&lt;br /&gt;
#&#039;&#039;&#039;Flame Storm:&#039;&#039;&#039; Magical artillery blast with scatter. Not the same as actual artillery, mind, it is only S4, but it&#039;s still on fire and you can augment it to make the blast bigger.&lt;br /&gt;
&lt;br /&gt;
===Lore of Metal===&lt;br /&gt;
&#039;&#039;Lore Attribute: Metallic Attraction:&#039;&#039; Add +1 to the casting value if the target wears mostly light or medium armour, add +2 if the target wears mostly heavy or full plate armour. While it has two augment powers, the rest of them are reserved for actually beating up your beefy foes. Unfortunately, this doesn&#039;t have any modifiers for dealing with war machines.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Searing Doom:&#039;&#039;&#039; A magic missile dealing d6 flaming hits that bypass armour. When rolling to wound, you instead roll against their armour save. Awesome against knights and heavy infantry, useless against anything with natural armour (Like nature spirits or Lizardmen).&lt;br /&gt;
#&#039;&#039;&#039;Plague of Rust:&#039;&#039;&#039; One unit within 24&amp;quot; takes a -1 on their armour save. &#039;&#039;For the entire game. And it stacks.&#039;&#039; This shit&#039;s priceless for making a unit eat some heavy damage.&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Blades of Aiban:&#039;&#039;&#039; One allied unit&#039;s weapons all have +1 to hit and gain magical attacks and armour piercing (1). Cast this on the gang you want to pop war machines and chariots.&lt;br /&gt;
#&#039;&#039;&#039;Glittering Robe:&#039;&#039;&#039; Gives one unit within 12&amp;quot; a 5+ natural armour save. Shields now give you a heavy armour save, and that&#039;s always boss. Just be wary against anything punching through the save and get a ward save. Unlike the other spells, this spell can be augmented to give everyone within 12&amp;quot; this benefit.&lt;br /&gt;
#&#039;&#039;&#039;Gehenna&#039;s Golden Hounds:&#039;&#039;&#039; One model within 12&amp;quot; takes d6 S5 hits. This sounds about on tier for a magic missile, except that this still permits saves (though at S5, you&#039;re punching through plenty of that). Not subject to Look Out Sir! anymore, so might be worth taking if you need to snipe wizards or BSBs&lt;br /&gt;
#&#039;&#039;&#039;Transmutation of Lead:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to WS, BS, and armour saves. Not as godmode as Plague of Rust, but it has more uses besides softening a unit up.&lt;br /&gt;
#&#039;&#039;&#039;Final Transmutation:&#039;&#039;&#039; One unit within 18&amp;quot; must roll a d6 for every model inside it; every 5+ kills a model with no save besides Magic Resistance. In addition, anyone within 12&amp;quot; of this unit that&#039;s not an beast or monster need to test for Stupidity. While this one can be used on any unit without worrying about being useless, this has a good degree of not killing enough.&lt;br /&gt;
&lt;br /&gt;
===Lore of Life===&lt;br /&gt;
&#039;&#039;Lore Attrribute: Lifebloom:&#039;&#039; Once a spell is cast, restore a wound on the caster or any unit within 12&amp;quot; of them. Considering how many of your spells are augments, you should really be focusing on going full support.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Earthblood:&#039;&#039;&#039; Grants the caster and their unit a 5+ Regen. Not the easiest thing to pull off, but it grants another save.&lt;br /&gt;
#&#039;&#039;&#039;Awakening of the Wood:&#039;&#039;&#039; Deals d6 S4 hits to a unit within 12&amp;quot;, doubling when the unit&#039;s inside a forest. You&#039;ve got other Lores for damage, you have another spell for better damage.&lt;br /&gt;
#&#039;&#039;&#039;Flesh to Stone:&#039;&#039;&#039; Adds +2 to the Toughness of a unit within 12&amp;quot;. While it won&#039;t let your monsters laugh off cannons, it will let them laugh off anything lesser and it&#039;ll let that foot infantry tank out arrows and mobs.&lt;br /&gt;
#&#039;&#039;&#039;Throne of Vines:&#039;&#039;&#039; Your wizard now has an ongoing benefit to almost every spell (Earthblood gives 4+ Regen. Awakening of Wood is S6, Flesh to Stone adds +4 T, Regrowth heals d6+1 wounds, Shield of Thorns is now S4). It also lets you ignore a miscast when you roll a 2+ on a d6. If you have some backup to cover your heals for a turn or a wizard lord, do use this ASAP.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Thorns:&#039;&#039;&#039; One unit within 24&amp;quot; now deals 2d6 automatic S3 hits to any model in b2b. Stick it on the disposables, see how many more rolls you make.&lt;br /&gt;
#&#039;&#039;&#039;Regrowth:&#039;&#039;&#039; Helas d3+1 wounds worth of models, though it won&#039;t recover standards. While alright on its own, you really want this once you used Throne of Vines.&lt;br /&gt;
#&#039;&#039;&#039;The Dwellers from Below:&#039;&#039;&#039; Your other Direct Damage spell. This one makes enemies test Strength or die, the bane of hordes and swarms. Magic Resistance is their only way out.&lt;br /&gt;
&lt;br /&gt;
===Lore of Beasts===&lt;br /&gt;
&#039;&#039;&#039;Lore Attribute: Wildheart:&#039;&#039;&#039; Reduce the CV of a spell when casting it on of war beasts, cavalry, monstrous beasts, monstrous cavalry, chariots, monsters, swarms, or Beastmen in general. Needless to say, if you either don&#039;t have an army with a good number of these units (or aren&#039;t Beastmen) or aren&#039;t facing any of these, don&#039;t feel compelled to bring a Wizard Lord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyssan&#039;s Wildform:&#039;&#039;&#039; Add +1 to a unit&#039;s Strength and Toughness. Short-ranged and rather tough to cast, but it&#039;s very worth it.&lt;br /&gt;
#&#039;&#039;&#039;The Flock of Doom:&#039;&#039;&#039; Magic missile deals 2d6 S2 hits to one unit. Unimpressive. &lt;br /&gt;
#&#039;&#039;&#039;Pann&#039;s Impenetrable Pelt:&#039;&#039;&#039; Adds +3 to the Toughness of the wizard or any character within 12&amp;quot;, ideal for challenges. &lt;br /&gt;
#&#039;&#039;&#039;The Amber Spear:&#039;&#039;&#039; Gives you a legit S6 bolt thrower with d3 wounds that bypasses armour. That&#039;s metal. Augmenting it makes it even better at S10 with d6 wounds.&lt;br /&gt;
#&#039;&#039;&#039;The Curse of Anraheir:&#039;&#039;&#039; Curses a unit with -1 to hit anything and forcing them to treat all setpieces as dangerous terrain that kills on a 1 or 2.&lt;br /&gt;
#&#039;&#039;&#039;The Savage Beast of Horros:&#039;&#039;&#039; Gives a friendly character within 12&amp;quot; +3 to Strength and Attacks, which can a even a mediocre duellist like an Empire General or a Glade Lord into something very dangerous.&lt;br /&gt;
#&#039;&#039;&#039;Transformation of Kadon:&#039;&#039;&#039; Turns your footslogging wizard into a flying monstrosity. And it can still hide in your mob. It&#039;s pretty cool, but it&#039;s hampered by all your wizard&#039;s gear suddenly no longer working, meaning that you&#039;ll &#039;&#039;need&#039;&#039; to cast something else on them if they ever hope to survive a fight, presumably before they transform or by another wizard.&lt;br /&gt;
&lt;br /&gt;
===Lore of Heavens===&lt;br /&gt;
&#039;&#039;Attribute: Roiling Skies:&#039;&#039; Any spell you cast on a flying unit takes d6 S4 hits after all the other effects. Note that this doesn&#039;t say anything about what spells it is, so you can use anything to wreck an army of eagles or pegasi.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Iceshard Blizzard:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to hit with anything and to Leadership. This is a pretty decent protection, as it can also foil any indirect fire weapons and count as Ice Attacks, so Initiative&#039;s hit too. Reminder that Ice Attacks give ASL, meaning if you hit someone with this, then charge them with something with higher Initiative, they have -1 AND have to reroll successful hits. A WS10 model will have a 25% chance of hitting a WS1 model, assuming no rerolls or to hit bonuses, if you do this.&lt;br /&gt;
#&#039;&#039;&#039;Harmonic Convergence:&#039;&#039;&#039; Lets a unit re-roll 1s on hits, wounds, and saves. Absolutely worth taking. Great on more or less everything.&lt;br /&gt;
#&#039;&#039;&#039;Wind Blast:&#039;&#039;&#039; Shoves a unit back d3+1&amp;quot; (Doubled to d6+2&amp;quot; on augment). Pretty useful for shoving back a dangerous foe, and it can damage immobile war machines. Use if something would be charging anything of yours with a strength bonus, so you get to charge them next turn and get it.&lt;br /&gt;
#&#039;&#039;&#039;Curse of the Midnight Winds:&#039;&#039;&#039; The opposite of Harmonic Convergence, an enemy unit  must now re-roll all 6s on hits, wounds, and saves. Extra fun against Saurus, who get extra attacks on 6s to hit, but still great against anything.&lt;br /&gt;
#&#039;&#039;&#039;Urannon&#039;s Thunderbolt:&#039;&#039;&#039; A d6 S6 magic missile with Lightning Attacks, so say FUCK YOU to knights! &lt;br /&gt;
#&#039;&#039;&#039;Casandora&#039;s Comet:&#039;&#039;&#039; A magic blast that doesn&#039;t scatter, but instead has a chance to land each turn, adding more hits and strength to the eventual blast. Don&#039;t be relying on it for actual damage, there&#039;s Fire for that.&lt;br /&gt;
#&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; Urannon&#039;s Thunderbolt +1. After the initial hit, it has a chance to branch off and hit another unit, and then another, and... Look, just fire this into a horde of Chaos Warriors. You&#039;ll never regret it. Excellent against MSU armies.&lt;br /&gt;
&lt;br /&gt;
===Lore of Light===&lt;br /&gt;
&#039;&#039;Lore Attribute: Exorcism:&#039;&#039; When casting a direct damage or magic missile spell against any units with the Daemonic, Vampiric, or Undead rules, the spell gains another d6 hits. Pretty choice when trying to wipe out a horde of the blighters or shutting up a Lord or Monster.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Shem&#039;s Burning Gaze:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits. &lt;br /&gt;
#&#039;&#039;&#039;Pha&#039;s Protection:&#039;&#039;&#039; One unit is now harder to hit, like an inverse Iceshard Blizzard. This is good, and the augment is better for a big line. Auto take against Wood Elves.&lt;br /&gt;
#&#039;&#039;&#039;The Speed of Light:&#039;&#039;&#039; Now gives ASF. Great on anything with Great Weapons or High Initiative, for still hitting first and rerolls respectively.&lt;br /&gt;
#&#039;&#039;&#039;Light of Battle:&#039;&#039;&#039; One unit within 12&amp;quot; can immediately rally and auto-pass all Leadership checks this turn. Unless you seriously want that unit to throw itself to death, there&#039;s better.&lt;br /&gt;
#&#039;&#039;&#039;Net of Amyntok:&#039;&#039;&#039; Your only hex, and it hurts harder than Fulminating Flame Cage. The enemy unit must test Ld to move, shoot, or cast, with failure inflicting d6 S4 hits. So not only will you lock up those Hellstriders or Skeleton Archers, you can also fuck them up. Brilliant against things that want to move, shoot and charge, for example, Gutter Runners or Dark Riders.&lt;br /&gt;
#&#039;&#039;&#039;Banishment:&#039;&#039;&#039; Deals 2d6 hits of a strength equal to 4+how many other Light wizards are around the caster. This is your immediate slaying spell.&lt;br /&gt;
#&#039;&#039;&#039;Briona&#039;s Timewarp:&#039;&#039;&#039; Ups a unit to Initiative 10, doubles its movement, and adds +1 to Attacks, all of which is yes. Stack with Speed of Light and make your team the ultimate weapon. Best on things that are slow but powerful, like Temple Guard. Seriously, take a Slaan in a block of 30 with this, you won&#039;t regret it.&lt;br /&gt;
&lt;br /&gt;
===Lore of Shadow===&lt;br /&gt;
&#039;&#039;Lore Attribute: Smoke &amp;amp; Mirrors:&#039;&#039; After casting a spell, your wizard can swap places with another character within 18&amp;quot; of the same unit type (meaning a foot wizard can only join other infantry units, horseback wizards can only join cavalry, etc.). Good at shuffling around characters to were they want to be. &lt;br /&gt;
:*&#039;&#039;&#039;Melkoth&#039;s Mystifying Miasma:&#039;&#039;&#039; A long-range and easy to cast hex, this robs a unit of d3 WS, BS, Movement, or Initiative. The Augment, which is pretty good to cast, has this rob all of them. All of these are at least useful sometimes. WS, BS are obvious, use against stabby people and shooty people, but you can use the Movement one against anything you want to catch or run away from, and the Initiative one if you have Great Weapons and still want to hit first, or if you have ASF/have given them ASL for rerolls.&lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; One character within 12&amp;quot; flies as if they were in the Remaining Moves sub-phase. Pretty much needed to keep up with cavalry or if you need to throw a hero at a target.&lt;br /&gt;
#&#039;&#039;&#039;The Enfeebling Foe:&#039;&#039;&#039; The enemy unit loses d3 from Strength. Need to remove Great Weapons, Spears, or Lances from the equation? Need to survive a monster? Throw it on &#039;em. &lt;br /&gt;
#&#039;&#039;&#039;The Withering:&#039;&#039;&#039; The enemy unit loses d3 Toughness. Take the chance and gank the fucker. Better against monsters due to high toughness. If you have Handgunners (or your army&#039;s equivalent) you can wound pretty much everything on 3s and ignore a decent bit of armour with this&lt;br /&gt;
#&#039;&#039;&#039;The Penumbral Pendulum:&#039;&#039;&#039; Draw a 6d6&amp;quot; line in front of the caster. Every model under it must test Initiative or eat a cannonball-tier blast. While this sounds epic and it can totally wreck monsters and war machines, it suffers in terms of precision. Good on flying wizards, as they can position properly to make the most out of it. Also combos wit Melkoth&#039;s.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; See that blast template that just scattered? Everyone under it must now test Initiative or DIE. This is on tier with the Purple Sun as ruiners of everyone&#039;s shit. Combo with Melkoth&#039;s&lt;br /&gt;
#&#039;&#039;&#039;Okkam&#039;s Mindrazor:&#039;&#039;&#039; Okay, this is some high-class business here. This makes a unit use their Leadership when rolling to wound and when figuring out how much armour saves are impacted. If you have a well-disciplined unit of men with good Leadership or within the general&#039;s Inspiring Presence, then you have a unit that can insta-kill anything they touch. Black Guard enjoy this spell.&lt;br /&gt;
&lt;br /&gt;
===Lore of Death===&lt;br /&gt;
&#039;&#039;Lore Attribute: Life Leeching:&#039;&#039; Every time a spell kills a model, roll a d6. Every 6 pulls in a die for the power pool. This makes them very useful as an opening act for another spell, be it from this or another wizard.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Spirit Leech:&#039;&#039;&#039; The wizard and one model must roll d6+Leadership. If the wizard wins, the target takes a number of armour-negating wounds equal to how much the test was failed by.&lt;br /&gt;
#&#039;&#039;&#039;Aspect of the Dreadknight:&#039;&#039;&#039; One unit gains Fear/Terror. Depending on the situation, this might help tip the scales on a fight, especially when combo&#039;d with Doom and Darkness.&lt;br /&gt;
#&#039;&#039;&#039;The Caress of Laniph:&#039;&#039;&#039; One enemy model takes a number of hits equal to 2d6 minus their Strength. These hits all wound on a 4+ and go through armour, making it better for lone models and single champions than against big monsters.&lt;br /&gt;
#&#039;&#039;&#039;Soulblight:&#039;&#039;&#039; An enemy unit takes -1 to Strength and Toughness. While this is pretty good, the augment spreads it to everyone within 24&amp;quot; rather than just one within 24&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Doom and Darkness:&#039;&#039;&#039; One enemy unit within 24&amp;quot; takes -3 to Leadership. Unless you&#039;re taking a unit outside of Inspiring Presence and you have something with Fear or Terror.&lt;br /&gt;
#&#039;&#039;&#039;The Fate of Bjuna:&#039;&#039;&#039; The other Caress of Laniph. Those hits are subtracted by Toughness, but these hits are now wounding by 2+. This is what you want against monsters.&lt;br /&gt;
#&#039;&#039;&#039;The Purple Sun of Xereus:&#039;&#039;&#039; Awwww yeah. This magical vortex forces anyone it passes over to test Initiative or die. Run against any MI or monster-heavy army and watch those tears. And then drink them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547639</id>
		<title>Warhammer Army Project/9th edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547639"/>
		<updated>2019-05-04T11:46:30Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650: /* Lore of Light */&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Warhammer Army Project, 9th Edition Tactica ==&lt;br /&gt;
&lt;br /&gt;
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing. &lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;t expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.&lt;br /&gt;
&lt;br /&gt;
this page is devoted to the changes between 8th edition and 9th edition.&lt;br /&gt;
&lt;br /&gt;
===Notable differences between Editions===&lt;br /&gt;
*&#039;&#039;&#039;Always Strikes Last&#039;&#039;&#039; now hurts even harder: If the model&#039;s initiative is still below that of its opponent before counting ASL, you must re-roll any successful hits that model makes.&lt;br /&gt;
*&#039;&#039;&#039;Poisoned Attacks&#039;&#039;&#039; has been rewritten so that it adds +1 to Wound rather than auto-wounding on a 6 to hit, making them more reliable.&lt;br /&gt;
*Failing &#039;&#039;&#039;Stupidity&#039;&#039;&#039; gives one fringe benefit to the victim: Immunity to Psychology. Granted, this is all stuck with the other restrictions, but it makes sure that a squad suffering from it won&#039;t break just from getting shot up in the middle of their sudden movement.&lt;br /&gt;
*&#039;&#039;&#039;Swiftstride&#039;&#039;&#039; was rewritten so that it only adds 2d6&amp;quot; movement when a unit with a movement value of 6 or lower charges, while units with higher movement get the classic 3d6 drop the lowest.&lt;br /&gt;
*&#039;&#039;&#039;Thunderstomp&#039;&#039;&#039; and vanilla &#039;&#039;&#039;Stomp&#039;&#039;&#039; have been effectively merged into one rule, dealing d6 hits on anyone in b2b, though it&#039;s lowered to d3 against lone infantry and skirmishers.&lt;br /&gt;
*Armour, in general, has been rewritten in a way that it can add to an existing save, such as &#039;&#039;&#039;Natural Armour&#039;&#039;&#039; or allowing a unit wearing only a shield and no armor in an appreciable way (read, more than just a +1 to an existing save for wearing heavier plate).&lt;br /&gt;
*Spells can actually be duplicated...once you&#039;ve exhausted every available spell for your army. This is especially useful for Orcs &amp;amp; Goblins and Skaven, who are legendarily starved for spells.&lt;br /&gt;
**Those models who can select spells, like as if they are bound spells or from some unique wizard rule, cannot select Signature Spells.&lt;br /&gt;
*Irresistible force has been removed entirely. In its place, any natural 6s you roll when casting/dispelling instead just grants you an additional die to your pool.&lt;br /&gt;
&lt;br /&gt;
====New Rules====&lt;br /&gt;
*&#039;&#039;Animated Construct:&#039;&#039; Now available to other models besides Tomb Kings. They remain Unbreakable and Immune to Poisoned Attacks. They also automatically pass checks for Redirecting Charges, Reforming, and Restraining from pursuit, but they can never march and can never use Stand &amp;amp; Shoot against a charge. They&#039;re also immune to Frenzy and Hatred, unfortunately.&lt;br /&gt;
*&#039;&#039;Aquatic:&#039;&#039; Replaces Sea Creature. These models treat water terrain as open ground and thus can march through, hold steadfast, and claim rank bonus while in water. Though they might take danger from specific terrain, they won&#039;t worry about the terrain in general. In addition, anyone shooting a unit mostly in water take -1 to hit.&lt;br /&gt;
*&#039;&#039;Armour Piercing (X):&#039;&#039; Technically always existed, but now there are things that can deal more than a -1 save penalty.&lt;br /&gt;
*&#039;&#039;Ice Attacks:&#039;&#039; Anyone attacked by a unit with this rule takes -1S and ASL. Also, immune to Ice.&lt;br /&gt;
*&#039;&#039;Ignores Armour Saves:&#039;&#039; Flat-out ignores armor. It&#039;s existed before, but now it&#039;s a legit USR&lt;br /&gt;
*&#039;&#039;Lightning Attacks:&#039;&#039; Models with this rule gain +1 to-hit and Ignores Armour against models wearing medium armour or heavier.&lt;br /&gt;
*&#039;&#039;Natural Armour:&#039;&#039; Replaces Scaly Skin. Gives a basic armour save that can stack with regular armour.&lt;br /&gt;
*&#039;&#039;Mixed Unit:&#039;&#039; Reserved for units where one sort of model is handling another sort of model (Like hounds and handlers). While Leadership is taken using the highest value in the unit, any other attacks or tests are resolved on the base model&#039;s stats. Once the Unit Strength hits below 5, there&#039;s now a risk for the handlers to get hurt - when they do take damage, all units have to take one wound before being allowed to hit another (so as to mitigate musical wound nonsense).&lt;br /&gt;
*&#039;&#039;Strength Bonus (X):&#039;&#039; Adds a bonus to the unit&#039;s Strength on the first round of any close combat.&lt;br /&gt;
*&#039;&#039;Sentient:&#039;&#039; Allows a model to benefit from Inspiring Presence or Hold Your Ground even when the model type normally wouldn&#039;t.&lt;br /&gt;
*&#039;&#039;Towering:&#039;&#039; Large Target renamed. This model is too huge to benefit from cover so long as the cover obscures less than half the model.&lt;br /&gt;
&lt;br /&gt;
====Model Types====&lt;br /&gt;
*Infantry have a unit strength of 1&lt;br /&gt;
*Monstrous Infantry have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Cavalry have Impact Hits (1) on top of Swiftstride and a unit strength of 2&lt;br /&gt;
*Monstrous Cavalry have Fear, Impact Hits (1), and Swiftstride as well as a unit strength of 4&lt;br /&gt;
*Swarms have Expendable, Skirmishers, and Unstable and have a unit strength of 3&lt;br /&gt;
*War Beasts have Swiftstride and Expendable as well as a unit strength of 1&lt;br /&gt;
*Monstrous Beasts have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Monsters have Stomp, Swiftstride, Terror, and Towering as well as a unit strength equal to their wound count&lt;br /&gt;
*Chariots have Impact Hits (d6) and Swiftstride as well as a unit strength equal to their wound count&lt;br /&gt;
**Equipping Scythes to a Chariot changes Impact Hits to d6+1.&lt;br /&gt;
*War Machines have a unit strength equal to their wound count&lt;br /&gt;
*Shrines (like the War Altar and Hurricanum) a unit strength equal to their wound count&lt;br /&gt;
&lt;br /&gt;
===Generic Armory===&lt;br /&gt;
Across the various armies of the Old World, there are things that are pretty much constantly in use no matter who uses them. Swords, axes, shields, these are the things that no army would be without. It should be noted that you can if your unit have multiple weapons that you can only use one for the entire combat, usually a weapon that isn&#039;t a hand weapon unless dual-wielding hand weapons or using a shield. You can&#039;t change this weapon unless you have rules permitting otherwise.&lt;br /&gt;
====Melee====&lt;br /&gt;
*&#039;&#039;&#039;Hand Weapon:&#039;&#039;&#039; Generic CCW.&lt;br /&gt;
**&#039;&#039;&#039;Multiple Hand Weapons:&#039;&#039;&#039; Grants a 6+ parry save and a bonus attack, but counts as a two-hander.&lt;br /&gt;
*&#039;&#039;&#039;Polearm/Halberd:&#039;&#039;&#039; +1S Two-hander weapon. Use them to dent armor.&lt;br /&gt;
*&#039;&#039;&#039;Greatweapon:&#039;&#039;&#039; +1S two-hander with an additional +1 at the first round of combat, but your model suffer -2I for the big swinger.&lt;br /&gt;
*&#039;&#039;&#039;Flail:&#039;&#039;&#039; Two-hander with SB(2) on the first round. Much stronger on the charge, less so after.&lt;br /&gt;
*&#039;&#039;&#039;Spear:&#039;&#039;&#039; Adds an extra rank to attack whenever the model doesn&#039;t charge. When non-infantry models charge the front, the model gets +1 to S and I. Cavalry with spears get +1 to S and I when they charge.&lt;br /&gt;
**&#039;&#039;&#039;Pike:&#039;&#039;&#039; The next step for spears. +3 ranks, +3 I on a turn they are charged from the front by non-infantry models.&lt;br /&gt;
*&#039;&#039;&#039;Lance:&#039;&#039;&#039; Cavalry gets +2 to S and I on the charge.&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
*&#039;&#039;&#039;Shortbow:&#039;&#039;&#039; 18&amp;quot; S3 missile with volley fire and can use Multiple Shots (2) when not moving or using stand and shoot.&lt;br /&gt;
**&#039;&#039;&#039;Bow:&#039;&#039;&#039; Now with a range of 24&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Longbow:&#039;&#039;&#039; 30&amp;quot; range now.&lt;br /&gt;
*&#039;&#039;&#039;Crossbow:&#039;&#039;&#039; 30&amp;quot; S4 shots, but you have Move or Fire. Decent for basic armor piercing.&lt;br /&gt;
**&#039;&#039;&#039;Crossbow Pistol:&#039;&#039;&#039; The range is shortened to 15&amp;quot;, but it&#039;s now Quick to Fire.&lt;br /&gt;
*&#039;&#039;&#039;Handgun:&#039;&#039;&#039; Your basic matchlock. 24&amp;quot; S4 shots with Piercing 1, but it&#039;s Move or Fire.&lt;br /&gt;
**&#039;&#039;&#039;Pistol:&#039;&#039;&#039; A Handgun with half the range but gets Quick to Fire. Using both hands adds +1 attack.&lt;br /&gt;
***&#039;&#039;&#039;Brace of Pistols:&#039;&#039;&#039; Two Handguns gives you Multishot (2), same as using both hands.&lt;br /&gt;
*&#039;&#039;&#039;Javelin:&#039;&#039;&#039; 12&amp;quot; at S:U, but they have Quick to Fire, Piercing 1, and volley. &lt;br /&gt;
*&#039;&#039;&#039;Thrown Weapon:&#039;&#039;&#039; Smaller thrown weapons like daggers or shurikens. Only has a range of 8&amp;quot;, but it has multishot (2) and Quick to Fire.&lt;br /&gt;
**&#039;&#039;&#039;Throwing Axes:&#039;&#039;&#039; Now with a very short 6&amp;quot;, but it has S+1 in exchange for multishot.&lt;br /&gt;
*&#039;&#039;&#039;Sling:&#039;&#039;&#039; Take a shortbow, and replace the volley fire with Piercing 1.&lt;br /&gt;
&lt;br /&gt;
=====War Machines=====&lt;br /&gt;
*&#039;&#039;&#039;Bolt Thrower:&#039;&#039;&#039; 48&amp;quot; S6 shots dealing d3 wounds and Pierce 1 for additional pain. It it kills the first target, it hits the one behind at S5, then the one behind at S4 and so on until someone fails to die.&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; 48&amp;quot; S10 shot that deals d6 wounds on whoever it directly lands on (assuming no mishaps). Then you roll the artillery dice again to see how far it rolls on after landing, hitting anyone else for d3 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Great Cannon:&#039;&#039;&#039; A bigger cannon with 60&amp;quot; and always dealing d6 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Grapeshot:&#039;&#039;&#039; You can load up a cannon with random scraps, making 12&amp;quot; S5 and Piercing 1 and a number of shots equal to the artillery dice. Pretty much makes it a close-range murder machine.&lt;br /&gt;
*&#039;&#039;&#039;Stone Thrower:&#039;&#039;&#039; 12-60&amp;quot; catapult that throws d6 wound attack as a small pieplate. It deals S9 damage on whoever&#039;s directly in the middle of the template, S3 to anyone near enough.&lt;br /&gt;
*&#039;&#039;&#039;Fire Thrower:&#039;&#039;&#039; A flamer with S5 flaming attacks and ignores cover.&lt;br /&gt;
&lt;br /&gt;
====Armour====&lt;br /&gt;
*&#039;&#039;&#039;Light Armour:&#039;&#039;&#039; Gives a 6+ save or adds +1 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Medium Armour:&#039;&#039;&#039; Gives a 5+ save or adds +2 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Armour:&#039;&#039;&#039; Gives a 4+ save or adds +3 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Full Plate Armour:&#039;&#039;&#039; Gives a 3+ save or adds +4 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Shield:&#039;&#039;&#039; Adds the same as Light Armour, but it also adds +1 to saves against missiles fired at the model&#039;s front and a 6++ parry save if used with a hand weapon.&lt;br /&gt;
**&#039;&#039;&#039;Buckler:&#039;&#039;&#039; A shield that&#039;s now useless for protecting against missiles, but now offers a 5++ parry.&lt;br /&gt;
*&#039;&#039;&#039;Barding:&#039;&#039;&#039; Light armor for steeds, with the exchange that it takes -1 from their movement. Charging or Pursuing takes an additional -1.&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
While all armies have their own unique armouries to pick from, this allows them to pick a generic item that covers all situations.&lt;br /&gt;
&lt;br /&gt;
====Magical Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Dragon Blade:&#039;&#039;&#039; 60 points for doubling successful hits.&lt;br /&gt;
*&#039;&#039;&#039;Giant Blade:&#039;&#039;&#039; 45 points adds +3S to a weapon without any penalty. Kickass.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Bloodshed:&#039;&#039;&#039; 45 points for a weapon that grants +3 attacks. This makes you a whirlwind of attacks.&lt;br /&gt;
*&#039;&#039;&#039;Ogre Blade:&#039;&#039;&#039; The lesser cousin of the Giant Blade, this adds only +2 S, but it&#039;s 15 points cheaper.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Strife:&#039;&#039;&#039; Budget Sword of Bloodshed, +2 attacks for 30.&lt;br /&gt;
*&#039;&#039;&#039;Bone Blade:&#039;&#039;&#039; Get Multiwound (d3) for 30 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Anti-Heroes:&#039;&#039;&#039; 30 points gives the user +1 to S/A for all opposing characters in b2b with them. A minor benefit for a champion-killer.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Sea Gold:&#039;&#039;&#039; Grants Piercing 3 for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Swift Slaying:&#039;&#039;&#039; ASF for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Fencer&#039;s Blades:&#039;&#039;&#039; Want to have WS10 for some ungodly reason? You can get two hand weapons to grant it for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Fortitude:&#039;&#039;&#039; In the event that you want Immunity to Psychology, you can spend 20 points for this.&lt;br /&gt;
*&#039;&#039;&#039;Relic Sword:&#039;&#039;&#039; For 20 points, your weapon now always wounds on a 3+ or lower, compensating for low strength or freakish toughness.&lt;br /&gt;
*&#039;&#039;&#039;Parrying Blade:&#039;&#039;&#039; You can get a 5++ parry for 20 points if you lack a shield.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Striking:&#039;&#039;&#039; 15 points adds +1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Might:&#039;&#039;&#039; 15 points for +1S.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Battle:&#039;&#039;&#039;+1A for 15.&lt;br /&gt;
*&#039;&#039;&#039;Berserker Sword:&#039;&#039;&#039; 15 points induces a permanent Frenzy.&lt;br /&gt;
*&#039;&#039;&#039;Shrieking Blade:&#039;&#039;&#039; 15 points allows you to add Fear onto a character without it.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Slicing:&#039;&#039;&#039; 15 points for Piercing 2.&lt;br /&gt;
*&#039;&#039;&#039;Venom Sword:&#039;&#039;&#039; As the name suggests, this gives Poisoned Attacks for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Biting Blade:&#039;&#039;&#039; Baby&#039;s first Sea Gold Blade, this only gives Piercing 1 for only 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Tormentor Sword:&#039;&#039;&#039; 5 points and you can now spread Stupidity to anyone you hit.&lt;br /&gt;
*&#039;&#039;&#039;Warrior Bane:&#039;&#039;&#039; 5 points lets anyone wounded by this blade lose an attack for each wound lost.&lt;br /&gt;
&lt;br /&gt;
====Magic Armour====&lt;br /&gt;
*&#039;&#039;&#039;Armour of Destiny:&#039;&#039;&#039; Heavy plate that grants a 4++ Ward for 50 points.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Fortune:&#039;&#039;&#039; 35 points for medium armor that has a 5++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Trickster&#039;s Helm:&#039;&#039;&#039; 35 points gives a 6+ save that forces successful wound rolls to be re-rolled.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Resilience:&#039;&#039;&#039; 30 points for +1 T&lt;br /&gt;
*&#039;&#039;&#039;Armour of Silvered Steel:&#039;&#039;&#039; You now have a permanent 2+ heavy armour save for 25 points, but it can&#039;t have shields improve it.&lt;br /&gt;
*&#039;&#039;&#039;Glittering Scales:&#039;&#039;&#039; This light armour forces anyone in close combat with the wearer to take -1 to hit rolls. All for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Ptolos:&#039;&#039;&#039; 20 points for a 1+ save.&lt;br /&gt;
*&#039;&#039;&#039;Gambler&#039;s Armour:&#039;&#039;&#039; Shave 15 points off the Armour of Fortune and reduce the Ward to a 6++.&lt;br /&gt;
*&#039;&#039;&#039;Spellshield:&#039;&#039;&#039; 15 points gives a shield with Resist Magic 6+.&lt;br /&gt;
*&#039;&#039;&#039;Dragonhelm:&#039;&#039;&#039; 10 points for a helmet with a 6+ save and Immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Enchanted Shield:&#039;&#039;&#039; Double the bonus a shield gives to Armour saves for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Charmed Shield:&#039;&#039;&#039; 5 points for a shield that can negate only one hit on a 2+.&lt;br /&gt;
&lt;br /&gt;
====Talismans====&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Preservation:&#039;&#039;&#039; 45 points for a 4++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Lodestone:&#039;&#039;&#039; 30 points to Resist Magic on 4+&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Endurance:&#039;&#039;&#039; 30 points grants a 4++ save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Amulet:&#039;&#039;&#039; 10 points off the Lodestone to Resist on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Dawnstone:&#039;&#039;&#039; 25 points lets you re-roll Armour saves.&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Protection:&#039;&#039;&#039; Half the price of the Endurance amulet and get a 6++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Opal Amulet:&#039;&#039;&#039; For 15 points, you get a one-time 4++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Trinket:&#039;&#039;&#039; 10 points nets you a 6+ Resist Magic.&lt;br /&gt;
*&#039;&#039;&#039;Seed of Rebirth:&#039;&#039;&#039; You get a 6+ Regen for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Dragonbane Gem:&#039;&#039;&#039; 5 points for immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Lucky Trinket:&#039;&#039;&#039; For 5 points you get to re-roll one save.&lt;br /&gt;
&lt;br /&gt;
====Arcane Items (Wizards Only)====&lt;br /&gt;
*&#039;&#039;&#039;Book of Ashur:&#039;&#039;&#039; For 60 points you get to add +1 to all casting and dispel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Feedback Scroll:&#039;&#039;&#039; For 35 points, instead of dispelling, you instead get to roll a number of die equal to the number of die the caster used and instantly wound the caster on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Destroy Magic Scroll:&#039;&#039;&#039; 35 points gives you not only an instant dispelling of a spell (unless the spell had Irresistible Force), but it also gives you the chance to erase the spell you just dispelled from the opponent&#039;s list on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Power Scroll:&#039;&#039;&#039; 35 points to let all doubles count as Irresistible Force and miscasts.&lt;br /&gt;
*&#039;&#039;&#039;Channeling Staff:&#039;&#039;&#039; For 30 points you add +1 to channel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Rod of Power:&#039;&#039;&#039; You can save up to three channeling/dispel die during each magic phase. At the start of any magic phase, you roll a die and if it&#039;s more than the number of die in the rod, you add them to the pool - otherwise they go poof.&lt;br /&gt;
*&#039;&#039;&#039;Forbidden Rod:&#039;&#039;&#039; Adds +d6 dice to the channeling pool, but you lode d3 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Earthing Rod:&#039;&#039;&#039; 25 points to re-roll one miscast.&lt;br /&gt;
*&#039;&#039;&#039;Dispel Scroll:&#039;&#039;&#039; Ol&#039; reliable. For 25 points, you get a single item that lets you use 6d6 to dispel a spell.&lt;br /&gt;
*&#039;&#039;&#039;Wand of Jet:&#039;&#039;&#039; 20 points adds +1d6 to a single casting roll, which can contribute to Irresistible Force or miscast.&lt;br /&gt;
*&#039;&#039;&#039;Power Stone:&#039;&#039;&#039; 20 points to add +2d6 to a casting roll.&lt;br /&gt;
*&#039;&#039;&#039;Luckstone:&#039;&#039;&#039; 20 points for a single do-over for a casting or dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Sceptre of Stability:&#039;&#039;&#039; 15 points to add +1d6 to a dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Scroll of Shielding:&#039;&#039;&#039; For 15 points, you can gain Resist Magic 4+ instead of dispelling.&lt;br /&gt;
*&#039;&#039;&#039;Loremaster&#039;s Tome:&#039;&#039;&#039; 15 points lets you add one more spell from the lores a wizard typically has.&lt;br /&gt;
*&#039;&#039;&#039;Wizard&#039;s Staff:&#039;&#039;&#039; 10 points adds an additional die to any casting roll.&lt;br /&gt;
&lt;br /&gt;
====Enchanted Items====&lt;br /&gt;
*&#039;&#039;&#039;Fozzrik&#039;s Folding Fortress:&#039;&#039;&#039; It&#039;s a hefty 100 points to summon a watchtower of your own after deploying your army.&lt;br /&gt;
*&#039;&#039;&#039;Wizarding Hat:&#039;&#039;&#039; You can now make a model a level 2 wizard, but now they have Stupidity. For 75 points, you&#039;d be better off with a legit wizard.&lt;br /&gt;
*&#039;&#039;&#039;Crown of Command:&#039;&#039;&#039; You now have Stubborn for 40 pts.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ring of Ruin:&#039;&#039;&#039; 35 points gives you a bound PL4 fireball&lt;br /&gt;
*&#039;&#039;&#039;Thunder Orb:&#039;&#039;&#039; This is scary. It&#039;s a bound PL4 spell that makes it impossible for any flying units to actually fly and instead have to walk anywhere.&lt;br /&gt;
*&#039;&#039;&#039;Healing Potion:&#039;&#039;&#039; 30 points gives you a single-use recovery of d6 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Carpet:&#039;&#039;&#039; 25 points lets your model fly, but now they can&#039;t join anyone.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Mask of EEE!:&#039;&#039;&#039; 25 points for Terror, but this will fuck over anyone who uses their Leadership to compensate for the lackluster morale of the troops.&lt;br /&gt;
*&#039;&#039;&#039;Potion of Strength:&#039;&#039;&#039; 10 points gives you +d3S for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Toughness:&#039;&#039;&#039; 10 points gives you +d3T for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Speed:&#039;&#039;&#039; 10 points gives you +d3A for one turn&lt;br /&gt;
*&#039;&#039;&#039;The Trickster&#039;s Shard:&#039;&#039;&#039; 15 points to force models in b2b with the holder to re-roll ward saves.&lt;br /&gt;
*&#039;&#039;&#039;Ironcurse Icon:&#039;&#039;&#039; This little 5 point trinket grants a 6++ Ward against war machines for the bearer and their unit.&lt;br /&gt;
&lt;br /&gt;
====Magic Standards (BSBs and Standard Bearers Only)====&lt;br /&gt;
*&#039;&#039;&#039;Battle Banner:&#039;&#039;&#039; A hefty 70 points, but it adds +d6 to battle resolutions.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Might:&#039;&#039;&#039; 55 points lets the unit add +1 to hit on the first turn of combat.&lt;br /&gt;
*&#039;&#039;&#039;Wailing Banner:&#039;&#039;&#039; 50 points to give a unit Terror.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Shielding:&#039;&#039;&#039; 40 units nets a unit a 6++ ward save against missiles.&lt;br /&gt;
*&#039;&#039;&#039;Rampager&#039;s Standard:&#039;&#039;&#039; 35 points to re-roll charge distances.&lt;br /&gt;
*&#039;&#039;&#039;Razor Standard:&#039;&#039;&#039; 30 points adds Armour Piercing 1 to all attacks.&lt;br /&gt;
*&#039;&#039;&#039;Dread Banner:&#039;&#039;&#039; Half the price of the Wailing Banner for only Fear.&lt;br /&gt;
*&#039;&#039;&#039;Ranger&#039;s Standard:&#039;&#039;&#039; 25 points nets you Strider. As in you don&#039;t worry about ANY terrain.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Arcane Warding:&#039;&#039;&#039; 20 points nets a unit Resist Magic 2&lt;br /&gt;
*&#039;&#039;&#039;War Banner:&#039;&#039;&#039; 20 points for +1 Combat Resolution.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Valour:&#039;&#039;&#039; 20 points to never worry about panic ever again.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Swiftness:&#039;&#039;&#039; 20 points to add Swiftstride.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Courage:&#039;&#039;&#039; 15 points lets a unit re-roll break tests.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Discipline:&#039;&#039;&#039; 15 points adds +1 to the unit&#039;s Ld, but it bans it from ever benefiting from the general&#039;s Inspiring Presence.&lt;br /&gt;
*&#039;&#039;&#039;Lichbone Pennant:&#039;&#039;&#039; Half the cost of the Arcane Warding standard for Magic Resist 1.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Eternal Flame:&#039;&#039;&#039; 10 points for flaming attacks.&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Pennant:&#039;&#039;&#039; 5 points lets the unit re-roll one Ld check.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Duty:&#039;&#039;&#039; Re-roll rally checks for 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Scarecrow Banner:&#039;&#039;&#039; For 5 points you can inspire Fear in flying units. How silly.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic...well, what else can be said that wasn&#039;t already said? Each wizard picks up a number of spells equal to their level (Loremasters excepted by knowing all spells) from one single lore. They also add a number of dice equal to their level to your pool for each magic phase, plus 2d6 die for every 2000 points your army&#039;s worth rounded down.&lt;br /&gt;
&lt;br /&gt;
While (nearly) every army possesses their own unique lores, many of them can also pick the following eight lores, each of which gives something vital that the special lore may not cover.&lt;br /&gt;
&lt;br /&gt;
===Lore of Fire===&lt;br /&gt;
&#039;&#039;Lore Attribute: Kindleflame:&#039;&#039; As you&#039;d probably guess, all your attack spells have Flaming Attacks. In addition, if your wizard targets an enemy that was already hurt by a Lore of Fire magic missile or direct damage spell, you add +d3 to the casting total. This is what makes it so spammable, especially if you have cheap wizards. Be wary that this lore does get greedy with the later spells though...&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Fireball:&#039;&#039;&#039; 24&amp;quot; magic missile that deals d6 S4 hits. You can augment it twice, each augments not only adding another 12&amp;quot; to the range but also adding d6 damage.&lt;br /&gt;
#&#039;&#039;&#039;Cascading Firecloak:&#039;&#039;&#039; Gives the wizard and their unit a protective field that deals 2d6 S4 damage to anyone in b2b.&lt;br /&gt;
#&#039;&#039;&#039;Flaming Sword of Rhuin:&#039;&#039;&#039; Already jumping into 8+ CV territory. Gives a unit within 24&amp;quot; a +1 bonus to wound with all weapons as well as flaming attacks. Want an entire rain of arrows to obliterate trolls? Wanna see how hard you can slap that war machine? Throw it on one unit and see the results.&lt;br /&gt;
#&#039;&#039;&#039;The Burning Head:&#039;&#039;&#039; Draw an 18&amp;quot; line in front of your wizard. Every model under that line eats an S4 flaming hit as if from a bouncing cannonball. If you hurt anyone with this bouncing ball of doom, they must roll a Panic test.&lt;br /&gt;
#&#039;&#039;&#039;Piercing Bolts of Burning:&#039;&#039;&#039; A 24&amp;quot; magic missile that deals d3 S4 hits for each rank of 5+ models the unit composes, meaning entire mobs just might disintegrate from this.&lt;br /&gt;
#&#039;&#039;&#039;Fulminating Flame Cage:&#039;&#039;&#039; Deal d6 S4 flaming hits to an enemy within 24&amp;quot;. If the unit ever moves, they eat another S4 flaming hit. This is better for elite units or things you know will charge your soft spots.&lt;br /&gt;
#&#039;&#039;&#039;Flame Storm:&#039;&#039;&#039; Magical artillery blast with scatter. Not the same as actual artillery, mind, it is only S4, but it&#039;s still on fire and you can augment it to make the blast bigger.&lt;br /&gt;
&lt;br /&gt;
===Lore of Metal===&lt;br /&gt;
&#039;&#039;Lore Attribute: Metallic Attraction:&#039;&#039; Add +1 to the casting value if the target wears mostly light or medium armour, add +2 if the target wears mostly heavy or full plate armour. While it has two augment powers, the rest of them are reserved for actually beating up your beefy foes. Unfortunately, this doesn&#039;t have any modifiers for dealing with war machines.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Searing Doom:&#039;&#039;&#039; A magic missile dealing d6 flaming hits that bypass armour. When rolling to wound, you instead roll against their armour save. Awesome against knights and heavy infantry, useless against anything with natural armour (Like nature spirits or Lizardmen).&lt;br /&gt;
#&#039;&#039;&#039;Plague of Rust:&#039;&#039;&#039; One unit within 24&amp;quot; takes a -1 on their armour save. &#039;&#039;For the entire game. And it stacks.&#039;&#039; This shit&#039;s priceless for making a unit eat some heavy damage.&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Blades of Aiban:&#039;&#039;&#039; One allied unit&#039;s weapons all have +1 to hit and gain magical attacks and armour piercing (1). Cast this on the gang you want to pop war machines and chariots.&lt;br /&gt;
#&#039;&#039;&#039;Glittering Robe:&#039;&#039;&#039; Gives one unit within 12&amp;quot; a 5+ natural armour save. Shields now give you a heavy armour save, and that&#039;s always boss. Just be wary against anything punching through the save and get a ward save. Unlike the other spells, this spell can be augmented to give everyone within 12&amp;quot; this benefit.&lt;br /&gt;
#&#039;&#039;&#039;Gehenna&#039;s Golden Hounds:&#039;&#039;&#039; One model within 12&amp;quot; takes d6 S5 hits. This sounds about on tier for a magic missile, except that this still permits saves (though at S5, you&#039;re punching through plenty of that). Not subject to Look Out Sir! anymore, so might be worth taking if you need to snipe wizards or BSBs&lt;br /&gt;
#&#039;&#039;&#039;Transmutation of Lead:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to WS, BS, and armour saves. Not as godmode as Plague of Rust, but it has more uses besides softening a unit up.&lt;br /&gt;
#&#039;&#039;&#039;Final Transmutation:&#039;&#039;&#039; One unit within 18&amp;quot; must roll a d6 for every model inside it; every 5+ kills a model with no save besides Magic Resistance. In addition, anyone within 12&amp;quot; of this unit that&#039;s not an beast or monster need to test for Stupidity. While this one can be used on any unit without worrying about being useless, this has a good degree of not killing enough.&lt;br /&gt;
&lt;br /&gt;
===Lore of Life===&lt;br /&gt;
&#039;&#039;Lore Attrribute: Lifebloom:&#039;&#039; Once a spell is cast, restore a wound on the caster or any unit within 12&amp;quot; of them. Considering how many of your spells are augments, you should really be focusing on going full support.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Earthblood:&#039;&#039;&#039; Grants the caster and their unit a 5+ Regen. Not the easiest thing to pull off, but it grants another save.&lt;br /&gt;
#&#039;&#039;&#039;Awakening of the Wood:&#039;&#039;&#039; Deals d6 S4 hits to a unit within 12&amp;quot;, doubling when the unit&#039;s inside a forest. You&#039;ve got other Lores for damage, you have another spell for better damage.&lt;br /&gt;
#&#039;&#039;&#039;Flesh to Stone:&#039;&#039;&#039; Adds +2 to the Toughness of a unit within 12&amp;quot;. While it won&#039;t let your monsters laugh off cannons, it will let them laugh off anything lesser and it&#039;ll let that foot infantry tank out arrows and mobs.&lt;br /&gt;
#&#039;&#039;&#039;Throne of Vines:&#039;&#039;&#039; Your wizard now has an ongoing benefit to almost every spell (Earthblood gives 4+ Regen. Awakening of Wood is S6, Flesh to Stone adds +4 T, Regrowth heals d6+1 wounds, Shield of Thorns is now S4). It also lets you ignore a miscast when you roll a 2+ on a d6. If you have some backup to cover your heals for a turn or a wizard lord, do use this ASAP.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Thorns:&#039;&#039;&#039; One unit within 24&amp;quot; now deals 2d6 automatic S3 hits to any model in b2b. Stick it on the disposables, see how many more rolls you make.&lt;br /&gt;
#&#039;&#039;&#039;Regrowth:&#039;&#039;&#039; Helas d3+1 wounds worth of models, though it won&#039;t recover standards. While alright on its own, you really want this once you used Throne of Vines.&lt;br /&gt;
#&#039;&#039;&#039;The Dwellers from Below:&#039;&#039;&#039; Your other Direct Damage spell. This one makes enemies test Strength or die, the bane of hordes and swarms. Magic Resistance is their only way out.&lt;br /&gt;
&lt;br /&gt;
===Lore of Beasts===&lt;br /&gt;
&#039;&#039;&#039;Lore Attribute: Wildheart:&#039;&#039;&#039; Reduce the CV of a spell when casting it on of war beasts, cavalry, monstrous beasts, monstrous cavalry, chariots, monsters, swarms, or Beastmen in general. Needless to say, if you either don&#039;t have an army with a good number of these units (or aren&#039;t Beastmen) or aren&#039;t facing any of these, don&#039;t feel compelled to bring a Wizard Lord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyssan&#039;s Wildform:&#039;&#039;&#039; Add +1 to a unit&#039;s Strength and Toughness. Short-ranged and rather tough to cast, but it&#039;s very worth it.&lt;br /&gt;
#&#039;&#039;&#039;The Flock of Doom:&#039;&#039;&#039; Magic missile deals 2d6 S2 hits to one unit. Unimpressive. &lt;br /&gt;
#&#039;&#039;&#039;Pann&#039;s Impenetrable Pelt:&#039;&#039;&#039; Adds +3 to the Toughness of the wizard or any character within 12&amp;quot;, ideal for challenges. &lt;br /&gt;
#&#039;&#039;&#039;The Amber Spear:&#039;&#039;&#039; Gives you a legit S6 bolt thrower with d3 wounds that bypasses armour. That&#039;s metal. Augmenting it makes it even better at S10 with d6 wounds.&lt;br /&gt;
#&#039;&#039;&#039;The Curse of Anraheir:&#039;&#039;&#039; Curses a unit with -1 to hit anything and forcing them to treat all setpieces as dangerous terrain that kills on a 1 or 2.&lt;br /&gt;
#&#039;&#039;&#039;The Savage Beast of Horros:&#039;&#039;&#039; Gives a friendly character within 12&amp;quot; +3 to Strength and Attacks, which can a even a mediocre duellist like an Empire General or a Glade Lord into something very dangerous.&lt;br /&gt;
#&#039;&#039;&#039;Transformation of Kadon:&#039;&#039;&#039; Turns your footslogging wizard into a flying monstrosity. And it can still hide in your mob. It&#039;s pretty cool, but it&#039;s hampered by all your wizard&#039;s gear suddenly no longer working, meaning that you&#039;ll &#039;&#039;need&#039;&#039; to cast something else on them if they ever hope to survive a fight, presumably before they transform or by another wizard.&lt;br /&gt;
&lt;br /&gt;
===Lore of Heavens===&lt;br /&gt;
&#039;&#039;Attribute: Roiling Skies:&#039;&#039; Any spell you cast on a flying unit takes d6 S4 hits after all the other effects. Note that this doesn&#039;t say anything about what spells it is, so you can use anything to wreck an army of eagles or pegasi.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Iceshard Blizzard:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to hit with anything and to Leadership. This is a pretty decent protection, as it can also foil any indirect fire weapons and count as Ice Attacks, so Initiative&#039;s hit too. Reminder that Ice Attacks give ASL, meaning if you hit someone with this, then charge them with something with higher Initiative, they have -1 AND have to reroll successful hits. A WS10 model will have a 25% chance of hitting a WS1 model, assuming no rerolls or to hit bonuses, if you do this.&lt;br /&gt;
#&#039;&#039;&#039;Harmonic Convergence:&#039;&#039;&#039; Lets a unit re-roll 1s on hits, wounds, and saves. Absolutely worth taking. Great on more or less everything.&lt;br /&gt;
#&#039;&#039;&#039;Wind Blast:&#039;&#039;&#039; Shoves a unit back d3+1&amp;quot; (Doubled to d6+2&amp;quot; on augment). Pretty useful for shoving back a dangerous foe, and it can damage immobile war machines. Use if something would be charging anything of yours with a strength bonus, so you get to charge them next turn and get it.&lt;br /&gt;
#&#039;&#039;&#039;Curse of the Midnight Winds:&#039;&#039;&#039; The opposite of Harmonic Convergence, an enemy unit  must now re-roll all 6s on hits, wounds, and saves. Extra fun against Saurus, who get extra attacks on 6s to hit, but still great against anything.&lt;br /&gt;
#&#039;&#039;&#039;Urannon&#039;s Thunderbolt:&#039;&#039;&#039; A d6 S6 magic missile with Lightning Attacks, so say FUCK YOU to knights! &lt;br /&gt;
#&#039;&#039;&#039;Casandora&#039;s Comet:&#039;&#039;&#039; A magic blast that doesn&#039;t scatter, but instead has a chance to land each turn, adding more hits and strength to the eventual blast. Don&#039;t be relying on it for actual damage, there&#039;s Fire for that.&lt;br /&gt;
#&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; Urannon&#039;s Thunderbolt +1. After the initial hit, it has a chance to branch off and hit another unit, and then another, and... Look, just fire this into a horde of Chaos Warriors. You&#039;ll never regret it. Excellent against MSU armies.&lt;br /&gt;
&lt;br /&gt;
===Lore of Light===&lt;br /&gt;
&#039;&#039;Lore Attribute: Exorcism:&#039;&#039; When casting a direct damage or magic missile spell against any units with the Daemonic, Vampiric, or Undead rules, the spell gains another d6 hits. Pretty choice when trying to wipe out a horde of the blighters or shutting up a Lord or Monster.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Shem&#039;s Burning Gaze:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits. &lt;br /&gt;
#&#039;&#039;&#039;Pha&#039;s Protection:&#039;&#039;&#039; One unit is now harder to hit, like an inverse Iceshard Blizzard. This is good, and the augment is better for a big line. Auto take against Wood Elves.&lt;br /&gt;
#&#039;&#039;&#039;The Speed of Light:&#039;&#039;&#039; Now gives ASF. Great on anything with Great Weapons or High Initiative, for still hitting first and rerolls respectively.&lt;br /&gt;
#&#039;&#039;&#039;Light of Battle:&#039;&#039;&#039; One unit within 12&amp;quot; can immediately rally and auto-pass all Leadership checks this turn. Unless you seriously want that unit to throw itself to death, there&#039;s better.&lt;br /&gt;
#&#039;&#039;&#039;Net of Amyntok:&#039;&#039;&#039; Your only hex, and it hurts harder than Fulminating Flame Cage. The enemy unit must test Ld to move, shoot, or cast, with failure inflicting d6 S4 hits. So not only will you lock up those Hellstriders or Skeleton Archers, you can also fuck them up. Brilliant against things that want to move, shoot and charge, for example, Gutter Runners or Dark Riders.&lt;br /&gt;
#&#039;&#039;&#039;Banishment:&#039;&#039;&#039; Deals 2d6 hits of a strength equal to 4+how many other Light wizards are around the caster. This is your immediate slaying spell.&lt;br /&gt;
#&#039;&#039;&#039;Briona&#039;s Timewarp:&#039;&#039;&#039; Ups a unit to Initiative 10, doubles its movement, and adds +1 to Attacks, all of which is yes. Stack with Speed of Light and make your team the ultimate weapon. Best on things that are slow but powerful, like Temple Guard. Seriously, take a Slaan in a block of 30 with this, you won&#039;t regret it.&lt;br /&gt;
&lt;br /&gt;
===Lore of Shadow===&lt;br /&gt;
&#039;&#039;Lore Attribute: Smoke &amp;amp; Mirrors:&#039;&#039; After casting a spell, your wizard can swap places with another character within 18&amp;quot; of the same unit type (meaning a foot wizard can only join other infantry units, horseback wizards can only join cavalry, etc.). Good at shuffling around characters to were they want to be. &lt;br /&gt;
:*&#039;&#039;&#039;Melkoth&#039;s Mystifying Miasma:&#039;&#039;&#039; A long-range and easy to cast hex, this robs a unit of d3 WS, BS, Movement, or Initiative. The Augment, which is pretty good to cast, has this rob all of them.&lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; One character within 12&amp;quot; flies as if they were in the Remaining Moves sub-phase. Pretty much needed to keep up with cavalry or if you need to throw a hero at a target.&lt;br /&gt;
#&#039;&#039;&#039;The Enfeebling Foe:&#039;&#039;&#039; The enemy unit loses d3 from Strength. Need to remove Greatweapons or Spears from the equation? Need to survive a monster? Throw it on &#039;em.&lt;br /&gt;
#&#039;&#039;&#039;The Withering:&#039;&#039;&#039; The enemy unit loses d3 Toughness. Take the chance and gank the fucker.&lt;br /&gt;
#&#039;&#039;&#039;The Penumbral Pendulum:&#039;&#039;&#039; Draw a 6d6&amp;quot; line in front of the caster. Every model under it must test Initiative or eat a cannonball-tier blast. While this sounds epic and it can totally wreck monsters and war machines, it suffers in terms of precision.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; See that blast template that just scattered? Everyone under it must now test Initiative or DIE. This is on tier with the Purple Sun as ruiners of everyone&#039;s shit.&lt;br /&gt;
#&#039;&#039;&#039;Okkam&#039;s Mindrazor:&#039;&#039;&#039; Okay, this is some high-class business here. This makes a unit use their Leadership when rolling to wound and when figuring out how much armour saves are impacted. If you have a well-disciplined unit of men with good Leadership or within the general&#039;s Inspiring Presence, then you have a unit that can insta-kill anything they touch.&lt;br /&gt;
&lt;br /&gt;
===Lore of Death===&lt;br /&gt;
&#039;&#039;Lore Attribute: Life Leeching:&#039;&#039; Every time a spell kills a model, roll a d6. Every 6 pulls in a die for the power pool. This makes them very useful as an opening act for another spell, be it from this or another wizard.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Spirit Leech:&#039;&#039;&#039; The wizard and one model must roll d6+Leadership. If the wizard wins, the target takes a number of armour-negating wounds equal to how much the test was failed by.&lt;br /&gt;
#&#039;&#039;&#039;Aspect of the Dreadknight:&#039;&#039;&#039; One unit gains Fear/Terror. Depending on the situation, this might help tip the scales on a fight, especially when combo&#039;d with Doom and Darkness.&lt;br /&gt;
#&#039;&#039;&#039;The Caress of Laniph:&#039;&#039;&#039; One enemy model takes a number of hits equal to 2d6 minus their Strength. These hits all wound on a 4+ and go through armour, making it better for lone models and single champions than against big monsters.&lt;br /&gt;
#&#039;&#039;&#039;Soulblight:&#039;&#039;&#039; An enemy unit takes -1 to Strength and Toughness. While this is pretty good, the augment spreads it to everyone within 24&amp;quot; rather than just one within 24&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Doom and Darkness:&#039;&#039;&#039; One enemy unit within 24&amp;quot; takes -3 to Leadership. Unless you&#039;re taking a unit outside of Inspiring Presence and you have something with Fear or Terror.&lt;br /&gt;
#&#039;&#039;&#039;The Fate of Bjuna:&#039;&#039;&#039; The other Caress of Laniph. Those hits are subtracted by Toughness, but these hits are now wounding by 2+. This is what you want against monsters.&lt;br /&gt;
#&#039;&#039;&#039;The Purple Sun of Xereus:&#039;&#039;&#039; Awwww yeah. This magical vortex forces anyone it passes over to test Initiative or die. Run against any MI or monster-heavy army and watch those tears. And then drink them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547638</id>
		<title>Warhammer Army Project/9th edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547638"/>
		<updated>2019-05-04T11:43:18Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650: /* Lore of Beasts */&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Warhammer Army Project, 9th Edition Tactica ==&lt;br /&gt;
&lt;br /&gt;
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing. &lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;t expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.&lt;br /&gt;
&lt;br /&gt;
this page is devoted to the changes between 8th edition and 9th edition.&lt;br /&gt;
&lt;br /&gt;
===Notable differences between Editions===&lt;br /&gt;
*&#039;&#039;&#039;Always Strikes Last&#039;&#039;&#039; now hurts even harder: If the model&#039;s initiative is still below that of its opponent before counting ASL, you must re-roll any successful hits that model makes.&lt;br /&gt;
*&#039;&#039;&#039;Poisoned Attacks&#039;&#039;&#039; has been rewritten so that it adds +1 to Wound rather than auto-wounding on a 6 to hit, making them more reliable.&lt;br /&gt;
*Failing &#039;&#039;&#039;Stupidity&#039;&#039;&#039; gives one fringe benefit to the victim: Immunity to Psychology. Granted, this is all stuck with the other restrictions, but it makes sure that a squad suffering from it won&#039;t break just from getting shot up in the middle of their sudden movement.&lt;br /&gt;
*&#039;&#039;&#039;Swiftstride&#039;&#039;&#039; was rewritten so that it only adds 2d6&amp;quot; movement when a unit with a movement value of 6 or lower charges, while units with higher movement get the classic 3d6 drop the lowest.&lt;br /&gt;
*&#039;&#039;&#039;Thunderstomp&#039;&#039;&#039; and vanilla &#039;&#039;&#039;Stomp&#039;&#039;&#039; have been effectively merged into one rule, dealing d6 hits on anyone in b2b, though it&#039;s lowered to d3 against lone infantry and skirmishers.&lt;br /&gt;
*Armour, in general, has been rewritten in a way that it can add to an existing save, such as &#039;&#039;&#039;Natural Armour&#039;&#039;&#039; or allowing a unit wearing only a shield and no armor in an appreciable way (read, more than just a +1 to an existing save for wearing heavier plate).&lt;br /&gt;
*Spells can actually be duplicated...once you&#039;ve exhausted every available spell for your army. This is especially useful for Orcs &amp;amp; Goblins and Skaven, who are legendarily starved for spells.&lt;br /&gt;
**Those models who can select spells, like as if they are bound spells or from some unique wizard rule, cannot select Signature Spells.&lt;br /&gt;
*Irresistible force has been removed entirely. In its place, any natural 6s you roll when casting/dispelling instead just grants you an additional die to your pool.&lt;br /&gt;
&lt;br /&gt;
====New Rules====&lt;br /&gt;
*&#039;&#039;Animated Construct:&#039;&#039; Now available to other models besides Tomb Kings. They remain Unbreakable and Immune to Poisoned Attacks. They also automatically pass checks for Redirecting Charges, Reforming, and Restraining from pursuit, but they can never march and can never use Stand &amp;amp; Shoot against a charge. They&#039;re also immune to Frenzy and Hatred, unfortunately.&lt;br /&gt;
*&#039;&#039;Aquatic:&#039;&#039; Replaces Sea Creature. These models treat water terrain as open ground and thus can march through, hold steadfast, and claim rank bonus while in water. Though they might take danger from specific terrain, they won&#039;t worry about the terrain in general. In addition, anyone shooting a unit mostly in water take -1 to hit.&lt;br /&gt;
*&#039;&#039;Armour Piercing (X):&#039;&#039; Technically always existed, but now there are things that can deal more than a -1 save penalty.&lt;br /&gt;
*&#039;&#039;Ice Attacks:&#039;&#039; Anyone attacked by a unit with this rule takes -1S and ASL. Also, immune to Ice.&lt;br /&gt;
*&#039;&#039;Ignores Armour Saves:&#039;&#039; Flat-out ignores armor. It&#039;s existed before, but now it&#039;s a legit USR&lt;br /&gt;
*&#039;&#039;Lightning Attacks:&#039;&#039; Models with this rule gain +1 to-hit and Ignores Armour against models wearing medium armour or heavier.&lt;br /&gt;
*&#039;&#039;Natural Armour:&#039;&#039; Replaces Scaly Skin. Gives a basic armour save that can stack with regular armour.&lt;br /&gt;
*&#039;&#039;Mixed Unit:&#039;&#039; Reserved for units where one sort of model is handling another sort of model (Like hounds and handlers). While Leadership is taken using the highest value in the unit, any other attacks or tests are resolved on the base model&#039;s stats. Once the Unit Strength hits below 5, there&#039;s now a risk for the handlers to get hurt - when they do take damage, all units have to take one wound before being allowed to hit another (so as to mitigate musical wound nonsense).&lt;br /&gt;
*&#039;&#039;Strength Bonus (X):&#039;&#039; Adds a bonus to the unit&#039;s Strength on the first round of any close combat.&lt;br /&gt;
*&#039;&#039;Sentient:&#039;&#039; Allows a model to benefit from Inspiring Presence or Hold Your Ground even when the model type normally wouldn&#039;t.&lt;br /&gt;
*&#039;&#039;Towering:&#039;&#039; Large Target renamed. This model is too huge to benefit from cover so long as the cover obscures less than half the model.&lt;br /&gt;
&lt;br /&gt;
====Model Types====&lt;br /&gt;
*Infantry have a unit strength of 1&lt;br /&gt;
*Monstrous Infantry have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Cavalry have Impact Hits (1) on top of Swiftstride and a unit strength of 2&lt;br /&gt;
*Monstrous Cavalry have Fear, Impact Hits (1), and Swiftstride as well as a unit strength of 4&lt;br /&gt;
*Swarms have Expendable, Skirmishers, and Unstable and have a unit strength of 3&lt;br /&gt;
*War Beasts have Swiftstride and Expendable as well as a unit strength of 1&lt;br /&gt;
*Monstrous Beasts have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Monsters have Stomp, Swiftstride, Terror, and Towering as well as a unit strength equal to their wound count&lt;br /&gt;
*Chariots have Impact Hits (d6) and Swiftstride as well as a unit strength equal to their wound count&lt;br /&gt;
**Equipping Scythes to a Chariot changes Impact Hits to d6+1.&lt;br /&gt;
*War Machines have a unit strength equal to their wound count&lt;br /&gt;
*Shrines (like the War Altar and Hurricanum) a unit strength equal to their wound count&lt;br /&gt;
&lt;br /&gt;
===Generic Armory===&lt;br /&gt;
Across the various armies of the Old World, there are things that are pretty much constantly in use no matter who uses them. Swords, axes, shields, these are the things that no army would be without. It should be noted that you can if your unit have multiple weapons that you can only use one for the entire combat, usually a weapon that isn&#039;t a hand weapon unless dual-wielding hand weapons or using a shield. You can&#039;t change this weapon unless you have rules permitting otherwise.&lt;br /&gt;
====Melee====&lt;br /&gt;
*&#039;&#039;&#039;Hand Weapon:&#039;&#039;&#039; Generic CCW.&lt;br /&gt;
**&#039;&#039;&#039;Multiple Hand Weapons:&#039;&#039;&#039; Grants a 6+ parry save and a bonus attack, but counts as a two-hander.&lt;br /&gt;
*&#039;&#039;&#039;Polearm/Halberd:&#039;&#039;&#039; +1S Two-hander weapon. Use them to dent armor.&lt;br /&gt;
*&#039;&#039;&#039;Greatweapon:&#039;&#039;&#039; +1S two-hander with an additional +1 at the first round of combat, but your model suffer -2I for the big swinger.&lt;br /&gt;
*&#039;&#039;&#039;Flail:&#039;&#039;&#039; Two-hander with SB(2) on the first round. Much stronger on the charge, less so after.&lt;br /&gt;
*&#039;&#039;&#039;Spear:&#039;&#039;&#039; Adds an extra rank to attack whenever the model doesn&#039;t charge. When non-infantry models charge the front, the model gets +1 to S and I. Cavalry with spears get +1 to S and I when they charge.&lt;br /&gt;
**&#039;&#039;&#039;Pike:&#039;&#039;&#039; The next step for spears. +3 ranks, +3 I on a turn they are charged from the front by non-infantry models.&lt;br /&gt;
*&#039;&#039;&#039;Lance:&#039;&#039;&#039; Cavalry gets +2 to S and I on the charge.&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
*&#039;&#039;&#039;Shortbow:&#039;&#039;&#039; 18&amp;quot; S3 missile with volley fire and can use Multiple Shots (2) when not moving or using stand and shoot.&lt;br /&gt;
**&#039;&#039;&#039;Bow:&#039;&#039;&#039; Now with a range of 24&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Longbow:&#039;&#039;&#039; 30&amp;quot; range now.&lt;br /&gt;
*&#039;&#039;&#039;Crossbow:&#039;&#039;&#039; 30&amp;quot; S4 shots, but you have Move or Fire. Decent for basic armor piercing.&lt;br /&gt;
**&#039;&#039;&#039;Crossbow Pistol:&#039;&#039;&#039; The range is shortened to 15&amp;quot;, but it&#039;s now Quick to Fire.&lt;br /&gt;
*&#039;&#039;&#039;Handgun:&#039;&#039;&#039; Your basic matchlock. 24&amp;quot; S4 shots with Piercing 1, but it&#039;s Move or Fire.&lt;br /&gt;
**&#039;&#039;&#039;Pistol:&#039;&#039;&#039; A Handgun with half the range but gets Quick to Fire. Using both hands adds +1 attack.&lt;br /&gt;
***&#039;&#039;&#039;Brace of Pistols:&#039;&#039;&#039; Two Handguns gives you Multishot (2), same as using both hands.&lt;br /&gt;
*&#039;&#039;&#039;Javelin:&#039;&#039;&#039; 12&amp;quot; at S:U, but they have Quick to Fire, Piercing 1, and volley. &lt;br /&gt;
*&#039;&#039;&#039;Thrown Weapon:&#039;&#039;&#039; Smaller thrown weapons like daggers or shurikens. Only has a range of 8&amp;quot;, but it has multishot (2) and Quick to Fire.&lt;br /&gt;
**&#039;&#039;&#039;Throwing Axes:&#039;&#039;&#039; Now with a very short 6&amp;quot;, but it has S+1 in exchange for multishot.&lt;br /&gt;
*&#039;&#039;&#039;Sling:&#039;&#039;&#039; Take a shortbow, and replace the volley fire with Piercing 1.&lt;br /&gt;
&lt;br /&gt;
=====War Machines=====&lt;br /&gt;
*&#039;&#039;&#039;Bolt Thrower:&#039;&#039;&#039; 48&amp;quot; S6 shots dealing d3 wounds and Pierce 1 for additional pain. It it kills the first target, it hits the one behind at S5, then the one behind at S4 and so on until someone fails to die.&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; 48&amp;quot; S10 shot that deals d6 wounds on whoever it directly lands on (assuming no mishaps). Then you roll the artillery dice again to see how far it rolls on after landing, hitting anyone else for d3 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Great Cannon:&#039;&#039;&#039; A bigger cannon with 60&amp;quot; and always dealing d6 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Grapeshot:&#039;&#039;&#039; You can load up a cannon with random scraps, making 12&amp;quot; S5 and Piercing 1 and a number of shots equal to the artillery dice. Pretty much makes it a close-range murder machine.&lt;br /&gt;
*&#039;&#039;&#039;Stone Thrower:&#039;&#039;&#039; 12-60&amp;quot; catapult that throws d6 wound attack as a small pieplate. It deals S9 damage on whoever&#039;s directly in the middle of the template, S3 to anyone near enough.&lt;br /&gt;
*&#039;&#039;&#039;Fire Thrower:&#039;&#039;&#039; A flamer with S5 flaming attacks and ignores cover.&lt;br /&gt;
&lt;br /&gt;
====Armour====&lt;br /&gt;
*&#039;&#039;&#039;Light Armour:&#039;&#039;&#039; Gives a 6+ save or adds +1 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Medium Armour:&#039;&#039;&#039; Gives a 5+ save or adds +2 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Armour:&#039;&#039;&#039; Gives a 4+ save or adds +3 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Full Plate Armour:&#039;&#039;&#039; Gives a 3+ save or adds +4 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Shield:&#039;&#039;&#039; Adds the same as Light Armour, but it also adds +1 to saves against missiles fired at the model&#039;s front and a 6++ parry save if used with a hand weapon.&lt;br /&gt;
**&#039;&#039;&#039;Buckler:&#039;&#039;&#039; A shield that&#039;s now useless for protecting against missiles, but now offers a 5++ parry.&lt;br /&gt;
*&#039;&#039;&#039;Barding:&#039;&#039;&#039; Light armor for steeds, with the exchange that it takes -1 from their movement. Charging or Pursuing takes an additional -1.&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
While all armies have their own unique armouries to pick from, this allows them to pick a generic item that covers all situations.&lt;br /&gt;
&lt;br /&gt;
====Magical Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Dragon Blade:&#039;&#039;&#039; 60 points for doubling successful hits.&lt;br /&gt;
*&#039;&#039;&#039;Giant Blade:&#039;&#039;&#039; 45 points adds +3S to a weapon without any penalty. Kickass.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Bloodshed:&#039;&#039;&#039; 45 points for a weapon that grants +3 attacks. This makes you a whirlwind of attacks.&lt;br /&gt;
*&#039;&#039;&#039;Ogre Blade:&#039;&#039;&#039; The lesser cousin of the Giant Blade, this adds only +2 S, but it&#039;s 15 points cheaper.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Strife:&#039;&#039;&#039; Budget Sword of Bloodshed, +2 attacks for 30.&lt;br /&gt;
*&#039;&#039;&#039;Bone Blade:&#039;&#039;&#039; Get Multiwound (d3) for 30 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Anti-Heroes:&#039;&#039;&#039; 30 points gives the user +1 to S/A for all opposing characters in b2b with them. A minor benefit for a champion-killer.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Sea Gold:&#039;&#039;&#039; Grants Piercing 3 for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Swift Slaying:&#039;&#039;&#039; ASF for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Fencer&#039;s Blades:&#039;&#039;&#039; Want to have WS10 for some ungodly reason? You can get two hand weapons to grant it for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Fortitude:&#039;&#039;&#039; In the event that you want Immunity to Psychology, you can spend 20 points for this.&lt;br /&gt;
*&#039;&#039;&#039;Relic Sword:&#039;&#039;&#039; For 20 points, your weapon now always wounds on a 3+ or lower, compensating for low strength or freakish toughness.&lt;br /&gt;
*&#039;&#039;&#039;Parrying Blade:&#039;&#039;&#039; You can get a 5++ parry for 20 points if you lack a shield.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Striking:&#039;&#039;&#039; 15 points adds +1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Might:&#039;&#039;&#039; 15 points for +1S.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Battle:&#039;&#039;&#039;+1A for 15.&lt;br /&gt;
*&#039;&#039;&#039;Berserker Sword:&#039;&#039;&#039; 15 points induces a permanent Frenzy.&lt;br /&gt;
*&#039;&#039;&#039;Shrieking Blade:&#039;&#039;&#039; 15 points allows you to add Fear onto a character without it.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Slicing:&#039;&#039;&#039; 15 points for Piercing 2.&lt;br /&gt;
*&#039;&#039;&#039;Venom Sword:&#039;&#039;&#039; As the name suggests, this gives Poisoned Attacks for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Biting Blade:&#039;&#039;&#039; Baby&#039;s first Sea Gold Blade, this only gives Piercing 1 for only 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Tormentor Sword:&#039;&#039;&#039; 5 points and you can now spread Stupidity to anyone you hit.&lt;br /&gt;
*&#039;&#039;&#039;Warrior Bane:&#039;&#039;&#039; 5 points lets anyone wounded by this blade lose an attack for each wound lost.&lt;br /&gt;
&lt;br /&gt;
====Magic Armour====&lt;br /&gt;
*&#039;&#039;&#039;Armour of Destiny:&#039;&#039;&#039; Heavy plate that grants a 4++ Ward for 50 points.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Fortune:&#039;&#039;&#039; 35 points for medium armor that has a 5++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Trickster&#039;s Helm:&#039;&#039;&#039; 35 points gives a 6+ save that forces successful wound rolls to be re-rolled.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Resilience:&#039;&#039;&#039; 30 points for +1 T&lt;br /&gt;
*&#039;&#039;&#039;Armour of Silvered Steel:&#039;&#039;&#039; You now have a permanent 2+ heavy armour save for 25 points, but it can&#039;t have shields improve it.&lt;br /&gt;
*&#039;&#039;&#039;Glittering Scales:&#039;&#039;&#039; This light armour forces anyone in close combat with the wearer to take -1 to hit rolls. All for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Ptolos:&#039;&#039;&#039; 20 points for a 1+ save.&lt;br /&gt;
*&#039;&#039;&#039;Gambler&#039;s Armour:&#039;&#039;&#039; Shave 15 points off the Armour of Fortune and reduce the Ward to a 6++.&lt;br /&gt;
*&#039;&#039;&#039;Spellshield:&#039;&#039;&#039; 15 points gives a shield with Resist Magic 6+.&lt;br /&gt;
*&#039;&#039;&#039;Dragonhelm:&#039;&#039;&#039; 10 points for a helmet with a 6+ save and Immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Enchanted Shield:&#039;&#039;&#039; Double the bonus a shield gives to Armour saves for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Charmed Shield:&#039;&#039;&#039; 5 points for a shield that can negate only one hit on a 2+.&lt;br /&gt;
&lt;br /&gt;
====Talismans====&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Preservation:&#039;&#039;&#039; 45 points for a 4++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Lodestone:&#039;&#039;&#039; 30 points to Resist Magic on 4+&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Endurance:&#039;&#039;&#039; 30 points grants a 4++ save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Amulet:&#039;&#039;&#039; 10 points off the Lodestone to Resist on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Dawnstone:&#039;&#039;&#039; 25 points lets you re-roll Armour saves.&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Protection:&#039;&#039;&#039; Half the price of the Endurance amulet and get a 6++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Opal Amulet:&#039;&#039;&#039; For 15 points, you get a one-time 4++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Trinket:&#039;&#039;&#039; 10 points nets you a 6+ Resist Magic.&lt;br /&gt;
*&#039;&#039;&#039;Seed of Rebirth:&#039;&#039;&#039; You get a 6+ Regen for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Dragonbane Gem:&#039;&#039;&#039; 5 points for immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Lucky Trinket:&#039;&#039;&#039; For 5 points you get to re-roll one save.&lt;br /&gt;
&lt;br /&gt;
====Arcane Items (Wizards Only)====&lt;br /&gt;
*&#039;&#039;&#039;Book of Ashur:&#039;&#039;&#039; For 60 points you get to add +1 to all casting and dispel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Feedback Scroll:&#039;&#039;&#039; For 35 points, instead of dispelling, you instead get to roll a number of die equal to the number of die the caster used and instantly wound the caster on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Destroy Magic Scroll:&#039;&#039;&#039; 35 points gives you not only an instant dispelling of a spell (unless the spell had Irresistible Force), but it also gives you the chance to erase the spell you just dispelled from the opponent&#039;s list on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Power Scroll:&#039;&#039;&#039; 35 points to let all doubles count as Irresistible Force and miscasts.&lt;br /&gt;
*&#039;&#039;&#039;Channeling Staff:&#039;&#039;&#039; For 30 points you add +1 to channel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Rod of Power:&#039;&#039;&#039; You can save up to three channeling/dispel die during each magic phase. At the start of any magic phase, you roll a die and if it&#039;s more than the number of die in the rod, you add them to the pool - otherwise they go poof.&lt;br /&gt;
*&#039;&#039;&#039;Forbidden Rod:&#039;&#039;&#039; Adds +d6 dice to the channeling pool, but you lode d3 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Earthing Rod:&#039;&#039;&#039; 25 points to re-roll one miscast.&lt;br /&gt;
*&#039;&#039;&#039;Dispel Scroll:&#039;&#039;&#039; Ol&#039; reliable. For 25 points, you get a single item that lets you use 6d6 to dispel a spell.&lt;br /&gt;
*&#039;&#039;&#039;Wand of Jet:&#039;&#039;&#039; 20 points adds +1d6 to a single casting roll, which can contribute to Irresistible Force or miscast.&lt;br /&gt;
*&#039;&#039;&#039;Power Stone:&#039;&#039;&#039; 20 points to add +2d6 to a casting roll.&lt;br /&gt;
*&#039;&#039;&#039;Luckstone:&#039;&#039;&#039; 20 points for a single do-over for a casting or dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Sceptre of Stability:&#039;&#039;&#039; 15 points to add +1d6 to a dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Scroll of Shielding:&#039;&#039;&#039; For 15 points, you can gain Resist Magic 4+ instead of dispelling.&lt;br /&gt;
*&#039;&#039;&#039;Loremaster&#039;s Tome:&#039;&#039;&#039; 15 points lets you add one more spell from the lores a wizard typically has.&lt;br /&gt;
*&#039;&#039;&#039;Wizard&#039;s Staff:&#039;&#039;&#039; 10 points adds an additional die to any casting roll.&lt;br /&gt;
&lt;br /&gt;
====Enchanted Items====&lt;br /&gt;
*&#039;&#039;&#039;Fozzrik&#039;s Folding Fortress:&#039;&#039;&#039; It&#039;s a hefty 100 points to summon a watchtower of your own after deploying your army.&lt;br /&gt;
*&#039;&#039;&#039;Wizarding Hat:&#039;&#039;&#039; You can now make a model a level 2 wizard, but now they have Stupidity. For 75 points, you&#039;d be better off with a legit wizard.&lt;br /&gt;
*&#039;&#039;&#039;Crown of Command:&#039;&#039;&#039; You now have Stubborn for 40 pts.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ring of Ruin:&#039;&#039;&#039; 35 points gives you a bound PL4 fireball&lt;br /&gt;
*&#039;&#039;&#039;Thunder Orb:&#039;&#039;&#039; This is scary. It&#039;s a bound PL4 spell that makes it impossible for any flying units to actually fly and instead have to walk anywhere.&lt;br /&gt;
*&#039;&#039;&#039;Healing Potion:&#039;&#039;&#039; 30 points gives you a single-use recovery of d6 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Carpet:&#039;&#039;&#039; 25 points lets your model fly, but now they can&#039;t join anyone.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Mask of EEE!:&#039;&#039;&#039; 25 points for Terror, but this will fuck over anyone who uses their Leadership to compensate for the lackluster morale of the troops.&lt;br /&gt;
*&#039;&#039;&#039;Potion of Strength:&#039;&#039;&#039; 10 points gives you +d3S for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Toughness:&#039;&#039;&#039; 10 points gives you +d3T for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Speed:&#039;&#039;&#039; 10 points gives you +d3A for one turn&lt;br /&gt;
*&#039;&#039;&#039;The Trickster&#039;s Shard:&#039;&#039;&#039; 15 points to force models in b2b with the holder to re-roll ward saves.&lt;br /&gt;
*&#039;&#039;&#039;Ironcurse Icon:&#039;&#039;&#039; This little 5 point trinket grants a 6++ Ward against war machines for the bearer and their unit.&lt;br /&gt;
&lt;br /&gt;
====Magic Standards (BSBs and Standard Bearers Only)====&lt;br /&gt;
*&#039;&#039;&#039;Battle Banner:&#039;&#039;&#039; A hefty 70 points, but it adds +d6 to battle resolutions.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Might:&#039;&#039;&#039; 55 points lets the unit add +1 to hit on the first turn of combat.&lt;br /&gt;
*&#039;&#039;&#039;Wailing Banner:&#039;&#039;&#039; 50 points to give a unit Terror.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Shielding:&#039;&#039;&#039; 40 units nets a unit a 6++ ward save against missiles.&lt;br /&gt;
*&#039;&#039;&#039;Rampager&#039;s Standard:&#039;&#039;&#039; 35 points to re-roll charge distances.&lt;br /&gt;
*&#039;&#039;&#039;Razor Standard:&#039;&#039;&#039; 30 points adds Armour Piercing 1 to all attacks.&lt;br /&gt;
*&#039;&#039;&#039;Dread Banner:&#039;&#039;&#039; Half the price of the Wailing Banner for only Fear.&lt;br /&gt;
*&#039;&#039;&#039;Ranger&#039;s Standard:&#039;&#039;&#039; 25 points nets you Strider. As in you don&#039;t worry about ANY terrain.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Arcane Warding:&#039;&#039;&#039; 20 points nets a unit Resist Magic 2&lt;br /&gt;
*&#039;&#039;&#039;War Banner:&#039;&#039;&#039; 20 points for +1 Combat Resolution.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Valour:&#039;&#039;&#039; 20 points to never worry about panic ever again.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Swiftness:&#039;&#039;&#039; 20 points to add Swiftstride.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Courage:&#039;&#039;&#039; 15 points lets a unit re-roll break tests.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Discipline:&#039;&#039;&#039; 15 points adds +1 to the unit&#039;s Ld, but it bans it from ever benefiting from the general&#039;s Inspiring Presence.&lt;br /&gt;
*&#039;&#039;&#039;Lichbone Pennant:&#039;&#039;&#039; Half the cost of the Arcane Warding standard for Magic Resist 1.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Eternal Flame:&#039;&#039;&#039; 10 points for flaming attacks.&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Pennant:&#039;&#039;&#039; 5 points lets the unit re-roll one Ld check.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Duty:&#039;&#039;&#039; Re-roll rally checks for 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Scarecrow Banner:&#039;&#039;&#039; For 5 points you can inspire Fear in flying units. How silly.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic...well, what else can be said that wasn&#039;t already said? Each wizard picks up a number of spells equal to their level (Loremasters excepted by knowing all spells) from one single lore. They also add a number of dice equal to their level to your pool for each magic phase, plus 2d6 die for every 2000 points your army&#039;s worth rounded down.&lt;br /&gt;
&lt;br /&gt;
While (nearly) every army possesses their own unique lores, many of them can also pick the following eight lores, each of which gives something vital that the special lore may not cover.&lt;br /&gt;
&lt;br /&gt;
===Lore of Fire===&lt;br /&gt;
&#039;&#039;Lore Attribute: Kindleflame:&#039;&#039; As you&#039;d probably guess, all your attack spells have Flaming Attacks. In addition, if your wizard targets an enemy that was already hurt by a Lore of Fire magic missile or direct damage spell, you add +d3 to the casting total. This is what makes it so spammable, especially if you have cheap wizards. Be wary that this lore does get greedy with the later spells though...&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Fireball:&#039;&#039;&#039; 24&amp;quot; magic missile that deals d6 S4 hits. You can augment it twice, each augments not only adding another 12&amp;quot; to the range but also adding d6 damage.&lt;br /&gt;
#&#039;&#039;&#039;Cascading Firecloak:&#039;&#039;&#039; Gives the wizard and their unit a protective field that deals 2d6 S4 damage to anyone in b2b.&lt;br /&gt;
#&#039;&#039;&#039;Flaming Sword of Rhuin:&#039;&#039;&#039; Already jumping into 8+ CV territory. Gives a unit within 24&amp;quot; a +1 bonus to wound with all weapons as well as flaming attacks. Want an entire rain of arrows to obliterate trolls? Wanna see how hard you can slap that war machine? Throw it on one unit and see the results.&lt;br /&gt;
#&#039;&#039;&#039;The Burning Head:&#039;&#039;&#039; Draw an 18&amp;quot; line in front of your wizard. Every model under that line eats an S4 flaming hit as if from a bouncing cannonball. If you hurt anyone with this bouncing ball of doom, they must roll a Panic test.&lt;br /&gt;
#&#039;&#039;&#039;Piercing Bolts of Burning:&#039;&#039;&#039; A 24&amp;quot; magic missile that deals d3 S4 hits for each rank of 5+ models the unit composes, meaning entire mobs just might disintegrate from this.&lt;br /&gt;
#&#039;&#039;&#039;Fulminating Flame Cage:&#039;&#039;&#039; Deal d6 S4 flaming hits to an enemy within 24&amp;quot;. If the unit ever moves, they eat another S4 flaming hit. This is better for elite units or things you know will charge your soft spots.&lt;br /&gt;
#&#039;&#039;&#039;Flame Storm:&#039;&#039;&#039; Magical artillery blast with scatter. Not the same as actual artillery, mind, it is only S4, but it&#039;s still on fire and you can augment it to make the blast bigger.&lt;br /&gt;
&lt;br /&gt;
===Lore of Metal===&lt;br /&gt;
&#039;&#039;Lore Attribute: Metallic Attraction:&#039;&#039; Add +1 to the casting value if the target wears mostly light or medium armour, add +2 if the target wears mostly heavy or full plate armour. While it has two augment powers, the rest of them are reserved for actually beating up your beefy foes. Unfortunately, this doesn&#039;t have any modifiers for dealing with war machines.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Searing Doom:&#039;&#039;&#039; A magic missile dealing d6 flaming hits that bypass armour. When rolling to wound, you instead roll against their armour save. Awesome against knights and heavy infantry, useless against anything with natural armour (Like nature spirits or Lizardmen).&lt;br /&gt;
#&#039;&#039;&#039;Plague of Rust:&#039;&#039;&#039; One unit within 24&amp;quot; takes a -1 on their armour save. &#039;&#039;For the entire game. And it stacks.&#039;&#039; This shit&#039;s priceless for making a unit eat some heavy damage.&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Blades of Aiban:&#039;&#039;&#039; One allied unit&#039;s weapons all have +1 to hit and gain magical attacks and armour piercing (1). Cast this on the gang you want to pop war machines and chariots.&lt;br /&gt;
#&#039;&#039;&#039;Glittering Robe:&#039;&#039;&#039; Gives one unit within 12&amp;quot; a 5+ natural armour save. Shields now give you a heavy armour save, and that&#039;s always boss. Just be wary against anything punching through the save and get a ward save. Unlike the other spells, this spell can be augmented to give everyone within 12&amp;quot; this benefit.&lt;br /&gt;
#&#039;&#039;&#039;Gehenna&#039;s Golden Hounds:&#039;&#039;&#039; One model within 12&amp;quot; takes d6 S5 hits. This sounds about on tier for a magic missile, except that this still permits saves (though at S5, you&#039;re punching through plenty of that). Not subject to Look Out Sir! anymore, so might be worth taking if you need to snipe wizards or BSBs&lt;br /&gt;
#&#039;&#039;&#039;Transmutation of Lead:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to WS, BS, and armour saves. Not as godmode as Plague of Rust, but it has more uses besides softening a unit up.&lt;br /&gt;
#&#039;&#039;&#039;Final Transmutation:&#039;&#039;&#039; One unit within 18&amp;quot; must roll a d6 for every model inside it; every 5+ kills a model with no save besides Magic Resistance. In addition, anyone within 12&amp;quot; of this unit that&#039;s not an beast or monster need to test for Stupidity. While this one can be used on any unit without worrying about being useless, this has a good degree of not killing enough.&lt;br /&gt;
&lt;br /&gt;
===Lore of Life===&lt;br /&gt;
&#039;&#039;Lore Attrribute: Lifebloom:&#039;&#039; Once a spell is cast, restore a wound on the caster or any unit within 12&amp;quot; of them. Considering how many of your spells are augments, you should really be focusing on going full support.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Earthblood:&#039;&#039;&#039; Grants the caster and their unit a 5+ Regen. Not the easiest thing to pull off, but it grants another save.&lt;br /&gt;
#&#039;&#039;&#039;Awakening of the Wood:&#039;&#039;&#039; Deals d6 S4 hits to a unit within 12&amp;quot;, doubling when the unit&#039;s inside a forest. You&#039;ve got other Lores for damage, you have another spell for better damage.&lt;br /&gt;
#&#039;&#039;&#039;Flesh to Stone:&#039;&#039;&#039; Adds +2 to the Toughness of a unit within 12&amp;quot;. While it won&#039;t let your monsters laugh off cannons, it will let them laugh off anything lesser and it&#039;ll let that foot infantry tank out arrows and mobs.&lt;br /&gt;
#&#039;&#039;&#039;Throne of Vines:&#039;&#039;&#039; Your wizard now has an ongoing benefit to almost every spell (Earthblood gives 4+ Regen. Awakening of Wood is S6, Flesh to Stone adds +4 T, Regrowth heals d6+1 wounds, Shield of Thorns is now S4). It also lets you ignore a miscast when you roll a 2+ on a d6. If you have some backup to cover your heals for a turn or a wizard lord, do use this ASAP.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Thorns:&#039;&#039;&#039; One unit within 24&amp;quot; now deals 2d6 automatic S3 hits to any model in b2b. Stick it on the disposables, see how many more rolls you make.&lt;br /&gt;
#&#039;&#039;&#039;Regrowth:&#039;&#039;&#039; Helas d3+1 wounds worth of models, though it won&#039;t recover standards. While alright on its own, you really want this once you used Throne of Vines.&lt;br /&gt;
#&#039;&#039;&#039;The Dwellers from Below:&#039;&#039;&#039; Your other Direct Damage spell. This one makes enemies test Strength or die, the bane of hordes and swarms. Magic Resistance is their only way out.&lt;br /&gt;
&lt;br /&gt;
===Lore of Beasts===&lt;br /&gt;
&#039;&#039;&#039;Lore Attribute: Wildheart:&#039;&#039;&#039; Reduce the CV of a spell when casting it on of war beasts, cavalry, monstrous beasts, monstrous cavalry, chariots, monsters, swarms, or Beastmen in general. Needless to say, if you either don&#039;t have an army with a good number of these units (or aren&#039;t Beastmen) or aren&#039;t facing any of these, don&#039;t feel compelled to bring a Wizard Lord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyssan&#039;s Wildform:&#039;&#039;&#039; Add +1 to a unit&#039;s Strength and Toughness. Short-ranged and rather tough to cast, but it&#039;s very worth it.&lt;br /&gt;
#&#039;&#039;&#039;The Flock of Doom:&#039;&#039;&#039; Magic missile deals 2d6 S2 hits to one unit. Unimpressive. &lt;br /&gt;
#&#039;&#039;&#039;Pann&#039;s Impenetrable Pelt:&#039;&#039;&#039; Adds +3 to the Toughness of the wizard or any character within 12&amp;quot;, ideal for challenges. &lt;br /&gt;
#&#039;&#039;&#039;The Amber Spear:&#039;&#039;&#039; Gives you a legit S6 bolt thrower with d3 wounds that bypasses armour. That&#039;s metal. Augmenting it makes it even better at S10 with d6 wounds.&lt;br /&gt;
#&#039;&#039;&#039;The Curse of Anraheir:&#039;&#039;&#039; Curses a unit with -1 to hit anything and forcing them to treat all setpieces as dangerous terrain that kills on a 1 or 2.&lt;br /&gt;
#&#039;&#039;&#039;The Savage Beast of Horros:&#039;&#039;&#039; Gives a friendly character within 12&amp;quot; +3 to Strength and Attacks, which can a even a mediocre duellist like an Empire General or a Glade Lord into something very dangerous.&lt;br /&gt;
#&#039;&#039;&#039;Transformation of Kadon:&#039;&#039;&#039; Turns your footslogging wizard into a flying monstrosity. And it can still hide in your mob. It&#039;s pretty cool, but it&#039;s hampered by all your wizard&#039;s gear suddenly no longer working, meaning that you&#039;ll &#039;&#039;need&#039;&#039; to cast something else on them if they ever hope to survive a fight, presumably before they transform or by another wizard.&lt;br /&gt;
&lt;br /&gt;
===Lore of Heavens===&lt;br /&gt;
&#039;&#039;Attribute: Roiling Skies:&#039;&#039; Any spell you cast on a flying unit takes d6 S4 hits after all the other effects. Note that this doesn&#039;t say anything about what spells it is, so you can use anything to wreck an army of eagles or pegasi.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Iceshard Blizzard:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to hit with anything and to Leadership. This is a pretty decent protection, as it can also foil any indirect fire weapons and count as Ice Attacks, so Initiative&#039;s hit too. Reminder that Ice Attacks give ASL, meaning if you hit someone with this, then charge them with something with higher Initiative, they have -1 AND have to reroll successful hits. A WS10 model will have a 25% chance of hitting a WS1 model, assuming no rerolls or to hit bonuses, if you do this.&lt;br /&gt;
#&#039;&#039;&#039;Harmonic Convergence:&#039;&#039;&#039; Lets a unit re-roll 1s on hits, wounds, and saves. Absolutely worth taking. Great on more or less everything.&lt;br /&gt;
#&#039;&#039;&#039;Wind Blast:&#039;&#039;&#039; Shoves a unit back d3+1&amp;quot; (Doubled to d6+2&amp;quot; on augment). Pretty useful for shoving back a dangerous foe, and it can damage immobile war machines. Use if something would be charging anything of yours with a strength bonus, so you get to charge them next turn and get it.&lt;br /&gt;
#&#039;&#039;&#039;Curse of the Midnight Winds:&#039;&#039;&#039; The opposite of Harmonic Convergence, an enemy unit  must now re-roll all 6s on hits, wounds, and saves. Extra fun against Saurus, who get extra attacks on 6s to hit, but still great against anything.&lt;br /&gt;
#&#039;&#039;&#039;Urannon&#039;s Thunderbolt:&#039;&#039;&#039; A d6 S6 magic missile with Lightning Attacks, so say FUCK YOU to knights! &lt;br /&gt;
#&#039;&#039;&#039;Casandora&#039;s Comet:&#039;&#039;&#039; A magic blast that doesn&#039;t scatter, but instead has a chance to land each turn, adding more hits and strength to the eventual blast. Don&#039;t be relying on it for actual damage, there&#039;s Fire for that.&lt;br /&gt;
#&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; Urannon&#039;s Thunderbolt +1. After the initial hit, it has a chance to branch off and hit another unit, and then another, and... Look, just fire this into a horde of Chaos Warriors. You&#039;ll never regret it. Excellent against MSU armies.&lt;br /&gt;
&lt;br /&gt;
===Lore of Light===&lt;br /&gt;
&#039;&#039;Lore Attribute: Exorcism:&#039;&#039; When casting a direct damage or magic missile spell against any units with the Daemonic, Vampiric, or Undead rules, the spell gains another d6 hits. Pretty choice when trying to wipe out a horde of the blighters or shutting up a Lord or Monster.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Shem&#039;s Burning Gaze:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits. &lt;br /&gt;
#&#039;&#039;&#039;Pha&#039;s Protection:&#039;&#039;&#039; One unit is now harder to hit, like an inverse Iceshard Blizzard. This is good, and the augment is better for a big line.&lt;br /&gt;
#&#039;&#039;&#039;The Speed of Light:&#039;&#039;&#039; You want this. You want to make a unit WS 10 and Initiative 10. TAKE IT.&lt;br /&gt;
#&#039;&#039;&#039;Light of Battle:&#039;&#039;&#039; One unit within 12&amp;quot; can immediately rally and auto-pass all Leadership checks this turn. Unless you seriously want that unit to throw itself to death, there&#039;s better.&lt;br /&gt;
#&#039;&#039;&#039;Net of Amyntok:&#039;&#039;&#039; Your only hex, and it hurts harder than Fulminating Flame Cage. The enemy unit must test Ld to move, shoot, or cast, with failure inflicting d6 S4 hits. So not only will you lock up those Hellstriders or Skeleton Archers, you can also fuck them up.&lt;br /&gt;
#&#039;&#039;&#039;Banishment:&#039;&#039;&#039; Deals 2d6 hits of a strength equal to 4+how many other Light wizards are around the caster. This is your immediate slaying spell.&lt;br /&gt;
#&#039;&#039;&#039;Briona&#039;s Timewarp:&#039;&#039;&#039; Ups a unit to Initiative 10, doubles its movement, and adds +1 to Attacks, all of which is yes. Stack with Speed of Light and make your team the ultimate weapon.&lt;br /&gt;
&lt;br /&gt;
===Lore of Shadow===&lt;br /&gt;
&#039;&#039;Lore Attribute: Smoke &amp;amp; Mirrors:&#039;&#039; After casting a spell, your wizard can swap places with another character within 18&amp;quot; of the same unit type (meaning a foot wizard can only join other infantry units, horseback wizards can only join cavalry, etc.). Good at shuffling around characters to were they want to be. &lt;br /&gt;
:*&#039;&#039;&#039;Melkoth&#039;s Mystifying Miasma:&#039;&#039;&#039; A long-range and easy to cast hex, this robs a unit of d3 WS, BS, Movement, or Initiative. The Augment, which is pretty good to cast, has this rob all of them.&lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; One character within 12&amp;quot; flies as if they were in the Remaining Moves sub-phase. Pretty much needed to keep up with cavalry or if you need to throw a hero at a target.&lt;br /&gt;
#&#039;&#039;&#039;The Enfeebling Foe:&#039;&#039;&#039; The enemy unit loses d3 from Strength. Need to remove Greatweapons or Spears from the equation? Need to survive a monster? Throw it on &#039;em.&lt;br /&gt;
#&#039;&#039;&#039;The Withering:&#039;&#039;&#039; The enemy unit loses d3 Toughness. Take the chance and gank the fucker.&lt;br /&gt;
#&#039;&#039;&#039;The Penumbral Pendulum:&#039;&#039;&#039; Draw a 6d6&amp;quot; line in front of the caster. Every model under it must test Initiative or eat a cannonball-tier blast. While this sounds epic and it can totally wreck monsters and war machines, it suffers in terms of precision.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; See that blast template that just scattered? Everyone under it must now test Initiative or DIE. This is on tier with the Purple Sun as ruiners of everyone&#039;s shit.&lt;br /&gt;
#&#039;&#039;&#039;Okkam&#039;s Mindrazor:&#039;&#039;&#039; Okay, this is some high-class business here. This makes a unit use their Leadership when rolling to wound and when figuring out how much armour saves are impacted. If you have a well-disciplined unit of men with good Leadership or within the general&#039;s Inspiring Presence, then you have a unit that can insta-kill anything they touch.&lt;br /&gt;
&lt;br /&gt;
===Lore of Death===&lt;br /&gt;
&#039;&#039;Lore Attribute: Life Leeching:&#039;&#039; Every time a spell kills a model, roll a d6. Every 6 pulls in a die for the power pool. This makes them very useful as an opening act for another spell, be it from this or another wizard.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Spirit Leech:&#039;&#039;&#039; The wizard and one model must roll d6+Leadership. If the wizard wins, the target takes a number of armour-negating wounds equal to how much the test was failed by.&lt;br /&gt;
#&#039;&#039;&#039;Aspect of the Dreadknight:&#039;&#039;&#039; One unit gains Fear/Terror. Depending on the situation, this might help tip the scales on a fight, especially when combo&#039;d with Doom and Darkness.&lt;br /&gt;
#&#039;&#039;&#039;The Caress of Laniph:&#039;&#039;&#039; One enemy model takes a number of hits equal to 2d6 minus their Strength. These hits all wound on a 4+ and go through armour, making it better for lone models and single champions than against big monsters.&lt;br /&gt;
#&#039;&#039;&#039;Soulblight:&#039;&#039;&#039; An enemy unit takes -1 to Strength and Toughness. While this is pretty good, the augment spreads it to everyone within 24&amp;quot; rather than just one within 24&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Doom and Darkness:&#039;&#039;&#039; One enemy unit within 24&amp;quot; takes -3 to Leadership. Unless you&#039;re taking a unit outside of Inspiring Presence and you have something with Fear or Terror.&lt;br /&gt;
#&#039;&#039;&#039;The Fate of Bjuna:&#039;&#039;&#039; The other Caress of Laniph. Those hits are subtracted by Toughness, but these hits are now wounding by 2+. This is what you want against monsters.&lt;br /&gt;
#&#039;&#039;&#039;The Purple Sun of Xereus:&#039;&#039;&#039; Awwww yeah. This magical vortex forces anyone it passes over to test Initiative or die. Run against any MI or monster-heavy army and watch those tears. And then drink them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547637</id>
		<title>Warhammer Army Project/9th edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547637"/>
		<updated>2019-05-04T11:41:37Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650: /* Lore of Heavens */&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Warhammer Army Project, 9th Edition Tactica ==&lt;br /&gt;
&lt;br /&gt;
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing. &lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;t expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.&lt;br /&gt;
&lt;br /&gt;
this page is devoted to the changes between 8th edition and 9th edition.&lt;br /&gt;
&lt;br /&gt;
===Notable differences between Editions===&lt;br /&gt;
*&#039;&#039;&#039;Always Strikes Last&#039;&#039;&#039; now hurts even harder: If the model&#039;s initiative is still below that of its opponent before counting ASL, you must re-roll any successful hits that model makes.&lt;br /&gt;
*&#039;&#039;&#039;Poisoned Attacks&#039;&#039;&#039; has been rewritten so that it adds +1 to Wound rather than auto-wounding on a 6 to hit, making them more reliable.&lt;br /&gt;
*Failing &#039;&#039;&#039;Stupidity&#039;&#039;&#039; gives one fringe benefit to the victim: Immunity to Psychology. Granted, this is all stuck with the other restrictions, but it makes sure that a squad suffering from it won&#039;t break just from getting shot up in the middle of their sudden movement.&lt;br /&gt;
*&#039;&#039;&#039;Swiftstride&#039;&#039;&#039; was rewritten so that it only adds 2d6&amp;quot; movement when a unit with a movement value of 6 or lower charges, while units with higher movement get the classic 3d6 drop the lowest.&lt;br /&gt;
*&#039;&#039;&#039;Thunderstomp&#039;&#039;&#039; and vanilla &#039;&#039;&#039;Stomp&#039;&#039;&#039; have been effectively merged into one rule, dealing d6 hits on anyone in b2b, though it&#039;s lowered to d3 against lone infantry and skirmishers.&lt;br /&gt;
*Armour, in general, has been rewritten in a way that it can add to an existing save, such as &#039;&#039;&#039;Natural Armour&#039;&#039;&#039; or allowing a unit wearing only a shield and no armor in an appreciable way (read, more than just a +1 to an existing save for wearing heavier plate).&lt;br /&gt;
*Spells can actually be duplicated...once you&#039;ve exhausted every available spell for your army. This is especially useful for Orcs &amp;amp; Goblins and Skaven, who are legendarily starved for spells.&lt;br /&gt;
**Those models who can select spells, like as if they are bound spells or from some unique wizard rule, cannot select Signature Spells.&lt;br /&gt;
*Irresistible force has been removed entirely. In its place, any natural 6s you roll when casting/dispelling instead just grants you an additional die to your pool.&lt;br /&gt;
&lt;br /&gt;
====New Rules====&lt;br /&gt;
*&#039;&#039;Animated Construct:&#039;&#039; Now available to other models besides Tomb Kings. They remain Unbreakable and Immune to Poisoned Attacks. They also automatically pass checks for Redirecting Charges, Reforming, and Restraining from pursuit, but they can never march and can never use Stand &amp;amp; Shoot against a charge. They&#039;re also immune to Frenzy and Hatred, unfortunately.&lt;br /&gt;
*&#039;&#039;Aquatic:&#039;&#039; Replaces Sea Creature. These models treat water terrain as open ground and thus can march through, hold steadfast, and claim rank bonus while in water. Though they might take danger from specific terrain, they won&#039;t worry about the terrain in general. In addition, anyone shooting a unit mostly in water take -1 to hit.&lt;br /&gt;
*&#039;&#039;Armour Piercing (X):&#039;&#039; Technically always existed, but now there are things that can deal more than a -1 save penalty.&lt;br /&gt;
*&#039;&#039;Ice Attacks:&#039;&#039; Anyone attacked by a unit with this rule takes -1S and ASL. Also, immune to Ice.&lt;br /&gt;
*&#039;&#039;Ignores Armour Saves:&#039;&#039; Flat-out ignores armor. It&#039;s existed before, but now it&#039;s a legit USR&lt;br /&gt;
*&#039;&#039;Lightning Attacks:&#039;&#039; Models with this rule gain +1 to-hit and Ignores Armour against models wearing medium armour or heavier.&lt;br /&gt;
*&#039;&#039;Natural Armour:&#039;&#039; Replaces Scaly Skin. Gives a basic armour save that can stack with regular armour.&lt;br /&gt;
*&#039;&#039;Mixed Unit:&#039;&#039; Reserved for units where one sort of model is handling another sort of model (Like hounds and handlers). While Leadership is taken using the highest value in the unit, any other attacks or tests are resolved on the base model&#039;s stats. Once the Unit Strength hits below 5, there&#039;s now a risk for the handlers to get hurt - when they do take damage, all units have to take one wound before being allowed to hit another (so as to mitigate musical wound nonsense).&lt;br /&gt;
*&#039;&#039;Strength Bonus (X):&#039;&#039; Adds a bonus to the unit&#039;s Strength on the first round of any close combat.&lt;br /&gt;
*&#039;&#039;Sentient:&#039;&#039; Allows a model to benefit from Inspiring Presence or Hold Your Ground even when the model type normally wouldn&#039;t.&lt;br /&gt;
*&#039;&#039;Towering:&#039;&#039; Large Target renamed. This model is too huge to benefit from cover so long as the cover obscures less than half the model.&lt;br /&gt;
&lt;br /&gt;
====Model Types====&lt;br /&gt;
*Infantry have a unit strength of 1&lt;br /&gt;
*Monstrous Infantry have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Cavalry have Impact Hits (1) on top of Swiftstride and a unit strength of 2&lt;br /&gt;
*Monstrous Cavalry have Fear, Impact Hits (1), and Swiftstride as well as a unit strength of 4&lt;br /&gt;
*Swarms have Expendable, Skirmishers, and Unstable and have a unit strength of 3&lt;br /&gt;
*War Beasts have Swiftstride and Expendable as well as a unit strength of 1&lt;br /&gt;
*Monstrous Beasts have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Monsters have Stomp, Swiftstride, Terror, and Towering as well as a unit strength equal to their wound count&lt;br /&gt;
*Chariots have Impact Hits (d6) and Swiftstride as well as a unit strength equal to their wound count&lt;br /&gt;
**Equipping Scythes to a Chariot changes Impact Hits to d6+1.&lt;br /&gt;
*War Machines have a unit strength equal to their wound count&lt;br /&gt;
*Shrines (like the War Altar and Hurricanum) a unit strength equal to their wound count&lt;br /&gt;
&lt;br /&gt;
===Generic Armory===&lt;br /&gt;
Across the various armies of the Old World, there are things that are pretty much constantly in use no matter who uses them. Swords, axes, shields, these are the things that no army would be without. It should be noted that you can if your unit have multiple weapons that you can only use one for the entire combat, usually a weapon that isn&#039;t a hand weapon unless dual-wielding hand weapons or using a shield. You can&#039;t change this weapon unless you have rules permitting otherwise.&lt;br /&gt;
====Melee====&lt;br /&gt;
*&#039;&#039;&#039;Hand Weapon:&#039;&#039;&#039; Generic CCW.&lt;br /&gt;
**&#039;&#039;&#039;Multiple Hand Weapons:&#039;&#039;&#039; Grants a 6+ parry save and a bonus attack, but counts as a two-hander.&lt;br /&gt;
*&#039;&#039;&#039;Polearm/Halberd:&#039;&#039;&#039; +1S Two-hander weapon. Use them to dent armor.&lt;br /&gt;
*&#039;&#039;&#039;Greatweapon:&#039;&#039;&#039; +1S two-hander with an additional +1 at the first round of combat, but your model suffer -2I for the big swinger.&lt;br /&gt;
*&#039;&#039;&#039;Flail:&#039;&#039;&#039; Two-hander with SB(2) on the first round. Much stronger on the charge, less so after.&lt;br /&gt;
*&#039;&#039;&#039;Spear:&#039;&#039;&#039; Adds an extra rank to attack whenever the model doesn&#039;t charge. When non-infantry models charge the front, the model gets +1 to S and I. Cavalry with spears get +1 to S and I when they charge.&lt;br /&gt;
**&#039;&#039;&#039;Pike:&#039;&#039;&#039; The next step for spears. +3 ranks, +3 I on a turn they are charged from the front by non-infantry models.&lt;br /&gt;
*&#039;&#039;&#039;Lance:&#039;&#039;&#039; Cavalry gets +2 to S and I on the charge.&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
*&#039;&#039;&#039;Shortbow:&#039;&#039;&#039; 18&amp;quot; S3 missile with volley fire and can use Multiple Shots (2) when not moving or using stand and shoot.&lt;br /&gt;
**&#039;&#039;&#039;Bow:&#039;&#039;&#039; Now with a range of 24&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Longbow:&#039;&#039;&#039; 30&amp;quot; range now.&lt;br /&gt;
*&#039;&#039;&#039;Crossbow:&#039;&#039;&#039; 30&amp;quot; S4 shots, but you have Move or Fire. Decent for basic armor piercing.&lt;br /&gt;
**&#039;&#039;&#039;Crossbow Pistol:&#039;&#039;&#039; The range is shortened to 15&amp;quot;, but it&#039;s now Quick to Fire.&lt;br /&gt;
*&#039;&#039;&#039;Handgun:&#039;&#039;&#039; Your basic matchlock. 24&amp;quot; S4 shots with Piercing 1, but it&#039;s Move or Fire.&lt;br /&gt;
**&#039;&#039;&#039;Pistol:&#039;&#039;&#039; A Handgun with half the range but gets Quick to Fire. Using both hands adds +1 attack.&lt;br /&gt;
***&#039;&#039;&#039;Brace of Pistols:&#039;&#039;&#039; Two Handguns gives you Multishot (2), same as using both hands.&lt;br /&gt;
*&#039;&#039;&#039;Javelin:&#039;&#039;&#039; 12&amp;quot; at S:U, but they have Quick to Fire, Piercing 1, and volley. &lt;br /&gt;
*&#039;&#039;&#039;Thrown Weapon:&#039;&#039;&#039; Smaller thrown weapons like daggers or shurikens. Only has a range of 8&amp;quot;, but it has multishot (2) and Quick to Fire.&lt;br /&gt;
**&#039;&#039;&#039;Throwing Axes:&#039;&#039;&#039; Now with a very short 6&amp;quot;, but it has S+1 in exchange for multishot.&lt;br /&gt;
*&#039;&#039;&#039;Sling:&#039;&#039;&#039; Take a shortbow, and replace the volley fire with Piercing 1.&lt;br /&gt;
&lt;br /&gt;
=====War Machines=====&lt;br /&gt;
*&#039;&#039;&#039;Bolt Thrower:&#039;&#039;&#039; 48&amp;quot; S6 shots dealing d3 wounds and Pierce 1 for additional pain. It it kills the first target, it hits the one behind at S5, then the one behind at S4 and so on until someone fails to die.&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; 48&amp;quot; S10 shot that deals d6 wounds on whoever it directly lands on (assuming no mishaps). Then you roll the artillery dice again to see how far it rolls on after landing, hitting anyone else for d3 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Great Cannon:&#039;&#039;&#039; A bigger cannon with 60&amp;quot; and always dealing d6 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Grapeshot:&#039;&#039;&#039; You can load up a cannon with random scraps, making 12&amp;quot; S5 and Piercing 1 and a number of shots equal to the artillery dice. Pretty much makes it a close-range murder machine.&lt;br /&gt;
*&#039;&#039;&#039;Stone Thrower:&#039;&#039;&#039; 12-60&amp;quot; catapult that throws d6 wound attack as a small pieplate. It deals S9 damage on whoever&#039;s directly in the middle of the template, S3 to anyone near enough.&lt;br /&gt;
*&#039;&#039;&#039;Fire Thrower:&#039;&#039;&#039; A flamer with S5 flaming attacks and ignores cover.&lt;br /&gt;
&lt;br /&gt;
====Armour====&lt;br /&gt;
*&#039;&#039;&#039;Light Armour:&#039;&#039;&#039; Gives a 6+ save or adds +1 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Medium Armour:&#039;&#039;&#039; Gives a 5+ save or adds +2 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Armour:&#039;&#039;&#039; Gives a 4+ save or adds +3 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Full Plate Armour:&#039;&#039;&#039; Gives a 3+ save or adds +4 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Shield:&#039;&#039;&#039; Adds the same as Light Armour, but it also adds +1 to saves against missiles fired at the model&#039;s front and a 6++ parry save if used with a hand weapon.&lt;br /&gt;
**&#039;&#039;&#039;Buckler:&#039;&#039;&#039; A shield that&#039;s now useless for protecting against missiles, but now offers a 5++ parry.&lt;br /&gt;
*&#039;&#039;&#039;Barding:&#039;&#039;&#039; Light armor for steeds, with the exchange that it takes -1 from their movement. Charging or Pursuing takes an additional -1.&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
While all armies have their own unique armouries to pick from, this allows them to pick a generic item that covers all situations.&lt;br /&gt;
&lt;br /&gt;
====Magical Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Dragon Blade:&#039;&#039;&#039; 60 points for doubling successful hits.&lt;br /&gt;
*&#039;&#039;&#039;Giant Blade:&#039;&#039;&#039; 45 points adds +3S to a weapon without any penalty. Kickass.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Bloodshed:&#039;&#039;&#039; 45 points for a weapon that grants +3 attacks. This makes you a whirlwind of attacks.&lt;br /&gt;
*&#039;&#039;&#039;Ogre Blade:&#039;&#039;&#039; The lesser cousin of the Giant Blade, this adds only +2 S, but it&#039;s 15 points cheaper.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Strife:&#039;&#039;&#039; Budget Sword of Bloodshed, +2 attacks for 30.&lt;br /&gt;
*&#039;&#039;&#039;Bone Blade:&#039;&#039;&#039; Get Multiwound (d3) for 30 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Anti-Heroes:&#039;&#039;&#039; 30 points gives the user +1 to S/A for all opposing characters in b2b with them. A minor benefit for a champion-killer.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Sea Gold:&#039;&#039;&#039; Grants Piercing 3 for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Swift Slaying:&#039;&#039;&#039; ASF for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Fencer&#039;s Blades:&#039;&#039;&#039; Want to have WS10 for some ungodly reason? You can get two hand weapons to grant it for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Fortitude:&#039;&#039;&#039; In the event that you want Immunity to Psychology, you can spend 20 points for this.&lt;br /&gt;
*&#039;&#039;&#039;Relic Sword:&#039;&#039;&#039; For 20 points, your weapon now always wounds on a 3+ or lower, compensating for low strength or freakish toughness.&lt;br /&gt;
*&#039;&#039;&#039;Parrying Blade:&#039;&#039;&#039; You can get a 5++ parry for 20 points if you lack a shield.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Striking:&#039;&#039;&#039; 15 points adds +1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Might:&#039;&#039;&#039; 15 points for +1S.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Battle:&#039;&#039;&#039;+1A for 15.&lt;br /&gt;
*&#039;&#039;&#039;Berserker Sword:&#039;&#039;&#039; 15 points induces a permanent Frenzy.&lt;br /&gt;
*&#039;&#039;&#039;Shrieking Blade:&#039;&#039;&#039; 15 points allows you to add Fear onto a character without it.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Slicing:&#039;&#039;&#039; 15 points for Piercing 2.&lt;br /&gt;
*&#039;&#039;&#039;Venom Sword:&#039;&#039;&#039; As the name suggests, this gives Poisoned Attacks for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Biting Blade:&#039;&#039;&#039; Baby&#039;s first Sea Gold Blade, this only gives Piercing 1 for only 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Tormentor Sword:&#039;&#039;&#039; 5 points and you can now spread Stupidity to anyone you hit.&lt;br /&gt;
*&#039;&#039;&#039;Warrior Bane:&#039;&#039;&#039; 5 points lets anyone wounded by this blade lose an attack for each wound lost.&lt;br /&gt;
&lt;br /&gt;
====Magic Armour====&lt;br /&gt;
*&#039;&#039;&#039;Armour of Destiny:&#039;&#039;&#039; Heavy plate that grants a 4++ Ward for 50 points.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Fortune:&#039;&#039;&#039; 35 points for medium armor that has a 5++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Trickster&#039;s Helm:&#039;&#039;&#039; 35 points gives a 6+ save that forces successful wound rolls to be re-rolled.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Resilience:&#039;&#039;&#039; 30 points for +1 T&lt;br /&gt;
*&#039;&#039;&#039;Armour of Silvered Steel:&#039;&#039;&#039; You now have a permanent 2+ heavy armour save for 25 points, but it can&#039;t have shields improve it.&lt;br /&gt;
*&#039;&#039;&#039;Glittering Scales:&#039;&#039;&#039; This light armour forces anyone in close combat with the wearer to take -1 to hit rolls. All for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Ptolos:&#039;&#039;&#039; 20 points for a 1+ save.&lt;br /&gt;
*&#039;&#039;&#039;Gambler&#039;s Armour:&#039;&#039;&#039; Shave 15 points off the Armour of Fortune and reduce the Ward to a 6++.&lt;br /&gt;
*&#039;&#039;&#039;Spellshield:&#039;&#039;&#039; 15 points gives a shield with Resist Magic 6+.&lt;br /&gt;
*&#039;&#039;&#039;Dragonhelm:&#039;&#039;&#039; 10 points for a helmet with a 6+ save and Immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Enchanted Shield:&#039;&#039;&#039; Double the bonus a shield gives to Armour saves for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Charmed Shield:&#039;&#039;&#039; 5 points for a shield that can negate only one hit on a 2+.&lt;br /&gt;
&lt;br /&gt;
====Talismans====&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Preservation:&#039;&#039;&#039; 45 points for a 4++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Lodestone:&#039;&#039;&#039; 30 points to Resist Magic on 4+&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Endurance:&#039;&#039;&#039; 30 points grants a 4++ save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Amulet:&#039;&#039;&#039; 10 points off the Lodestone to Resist on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Dawnstone:&#039;&#039;&#039; 25 points lets you re-roll Armour saves.&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Protection:&#039;&#039;&#039; Half the price of the Endurance amulet and get a 6++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Opal Amulet:&#039;&#039;&#039; For 15 points, you get a one-time 4++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Trinket:&#039;&#039;&#039; 10 points nets you a 6+ Resist Magic.&lt;br /&gt;
*&#039;&#039;&#039;Seed of Rebirth:&#039;&#039;&#039; You get a 6+ Regen for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Dragonbane Gem:&#039;&#039;&#039; 5 points for immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Lucky Trinket:&#039;&#039;&#039; For 5 points you get to re-roll one save.&lt;br /&gt;
&lt;br /&gt;
====Arcane Items (Wizards Only)====&lt;br /&gt;
*&#039;&#039;&#039;Book of Ashur:&#039;&#039;&#039; For 60 points you get to add +1 to all casting and dispel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Feedback Scroll:&#039;&#039;&#039; For 35 points, instead of dispelling, you instead get to roll a number of die equal to the number of die the caster used and instantly wound the caster on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Destroy Magic Scroll:&#039;&#039;&#039; 35 points gives you not only an instant dispelling of a spell (unless the spell had Irresistible Force), but it also gives you the chance to erase the spell you just dispelled from the opponent&#039;s list on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Power Scroll:&#039;&#039;&#039; 35 points to let all doubles count as Irresistible Force and miscasts.&lt;br /&gt;
*&#039;&#039;&#039;Channeling Staff:&#039;&#039;&#039; For 30 points you add +1 to channel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Rod of Power:&#039;&#039;&#039; You can save up to three channeling/dispel die during each magic phase. At the start of any magic phase, you roll a die and if it&#039;s more than the number of die in the rod, you add them to the pool - otherwise they go poof.&lt;br /&gt;
*&#039;&#039;&#039;Forbidden Rod:&#039;&#039;&#039; Adds +d6 dice to the channeling pool, but you lode d3 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Earthing Rod:&#039;&#039;&#039; 25 points to re-roll one miscast.&lt;br /&gt;
*&#039;&#039;&#039;Dispel Scroll:&#039;&#039;&#039; Ol&#039; reliable. For 25 points, you get a single item that lets you use 6d6 to dispel a spell.&lt;br /&gt;
*&#039;&#039;&#039;Wand of Jet:&#039;&#039;&#039; 20 points adds +1d6 to a single casting roll, which can contribute to Irresistible Force or miscast.&lt;br /&gt;
*&#039;&#039;&#039;Power Stone:&#039;&#039;&#039; 20 points to add +2d6 to a casting roll.&lt;br /&gt;
*&#039;&#039;&#039;Luckstone:&#039;&#039;&#039; 20 points for a single do-over for a casting or dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Sceptre of Stability:&#039;&#039;&#039; 15 points to add +1d6 to a dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Scroll of Shielding:&#039;&#039;&#039; For 15 points, you can gain Resist Magic 4+ instead of dispelling.&lt;br /&gt;
*&#039;&#039;&#039;Loremaster&#039;s Tome:&#039;&#039;&#039; 15 points lets you add one more spell from the lores a wizard typically has.&lt;br /&gt;
*&#039;&#039;&#039;Wizard&#039;s Staff:&#039;&#039;&#039; 10 points adds an additional die to any casting roll.&lt;br /&gt;
&lt;br /&gt;
====Enchanted Items====&lt;br /&gt;
*&#039;&#039;&#039;Fozzrik&#039;s Folding Fortress:&#039;&#039;&#039; It&#039;s a hefty 100 points to summon a watchtower of your own after deploying your army.&lt;br /&gt;
*&#039;&#039;&#039;Wizarding Hat:&#039;&#039;&#039; You can now make a model a level 2 wizard, but now they have Stupidity. For 75 points, you&#039;d be better off with a legit wizard.&lt;br /&gt;
*&#039;&#039;&#039;Crown of Command:&#039;&#039;&#039; You now have Stubborn for 40 pts.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ring of Ruin:&#039;&#039;&#039; 35 points gives you a bound PL4 fireball&lt;br /&gt;
*&#039;&#039;&#039;Thunder Orb:&#039;&#039;&#039; This is scary. It&#039;s a bound PL4 spell that makes it impossible for any flying units to actually fly and instead have to walk anywhere.&lt;br /&gt;
*&#039;&#039;&#039;Healing Potion:&#039;&#039;&#039; 30 points gives you a single-use recovery of d6 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Carpet:&#039;&#039;&#039; 25 points lets your model fly, but now they can&#039;t join anyone.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Mask of EEE!:&#039;&#039;&#039; 25 points for Terror, but this will fuck over anyone who uses their Leadership to compensate for the lackluster morale of the troops.&lt;br /&gt;
*&#039;&#039;&#039;Potion of Strength:&#039;&#039;&#039; 10 points gives you +d3S for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Toughness:&#039;&#039;&#039; 10 points gives you +d3T for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Speed:&#039;&#039;&#039; 10 points gives you +d3A for one turn&lt;br /&gt;
*&#039;&#039;&#039;The Trickster&#039;s Shard:&#039;&#039;&#039; 15 points to force models in b2b with the holder to re-roll ward saves.&lt;br /&gt;
*&#039;&#039;&#039;Ironcurse Icon:&#039;&#039;&#039; This little 5 point trinket grants a 6++ Ward against war machines for the bearer and their unit.&lt;br /&gt;
&lt;br /&gt;
====Magic Standards (BSBs and Standard Bearers Only)====&lt;br /&gt;
*&#039;&#039;&#039;Battle Banner:&#039;&#039;&#039; A hefty 70 points, but it adds +d6 to battle resolutions.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Might:&#039;&#039;&#039; 55 points lets the unit add +1 to hit on the first turn of combat.&lt;br /&gt;
*&#039;&#039;&#039;Wailing Banner:&#039;&#039;&#039; 50 points to give a unit Terror.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Shielding:&#039;&#039;&#039; 40 units nets a unit a 6++ ward save against missiles.&lt;br /&gt;
*&#039;&#039;&#039;Rampager&#039;s Standard:&#039;&#039;&#039; 35 points to re-roll charge distances.&lt;br /&gt;
*&#039;&#039;&#039;Razor Standard:&#039;&#039;&#039; 30 points adds Armour Piercing 1 to all attacks.&lt;br /&gt;
*&#039;&#039;&#039;Dread Banner:&#039;&#039;&#039; Half the price of the Wailing Banner for only Fear.&lt;br /&gt;
*&#039;&#039;&#039;Ranger&#039;s Standard:&#039;&#039;&#039; 25 points nets you Strider. As in you don&#039;t worry about ANY terrain.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Arcane Warding:&#039;&#039;&#039; 20 points nets a unit Resist Magic 2&lt;br /&gt;
*&#039;&#039;&#039;War Banner:&#039;&#039;&#039; 20 points for +1 Combat Resolution.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Valour:&#039;&#039;&#039; 20 points to never worry about panic ever again.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Swiftness:&#039;&#039;&#039; 20 points to add Swiftstride.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Courage:&#039;&#039;&#039; 15 points lets a unit re-roll break tests.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Discipline:&#039;&#039;&#039; 15 points adds +1 to the unit&#039;s Ld, but it bans it from ever benefiting from the general&#039;s Inspiring Presence.&lt;br /&gt;
*&#039;&#039;&#039;Lichbone Pennant:&#039;&#039;&#039; Half the cost of the Arcane Warding standard for Magic Resist 1.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Eternal Flame:&#039;&#039;&#039; 10 points for flaming attacks.&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Pennant:&#039;&#039;&#039; 5 points lets the unit re-roll one Ld check.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Duty:&#039;&#039;&#039; Re-roll rally checks for 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Scarecrow Banner:&#039;&#039;&#039; For 5 points you can inspire Fear in flying units. How silly.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic...well, what else can be said that wasn&#039;t already said? Each wizard picks up a number of spells equal to their level (Loremasters excepted by knowing all spells) from one single lore. They also add a number of dice equal to their level to your pool for each magic phase, plus 2d6 die for every 2000 points your army&#039;s worth rounded down.&lt;br /&gt;
&lt;br /&gt;
While (nearly) every army possesses their own unique lores, many of them can also pick the following eight lores, each of which gives something vital that the special lore may not cover.&lt;br /&gt;
&lt;br /&gt;
===Lore of Fire===&lt;br /&gt;
&#039;&#039;Lore Attribute: Kindleflame:&#039;&#039; As you&#039;d probably guess, all your attack spells have Flaming Attacks. In addition, if your wizard targets an enemy that was already hurt by a Lore of Fire magic missile or direct damage spell, you add +d3 to the casting total. This is what makes it so spammable, especially if you have cheap wizards. Be wary that this lore does get greedy with the later spells though...&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Fireball:&#039;&#039;&#039; 24&amp;quot; magic missile that deals d6 S4 hits. You can augment it twice, each augments not only adding another 12&amp;quot; to the range but also adding d6 damage.&lt;br /&gt;
#&#039;&#039;&#039;Cascading Firecloak:&#039;&#039;&#039; Gives the wizard and their unit a protective field that deals 2d6 S4 damage to anyone in b2b.&lt;br /&gt;
#&#039;&#039;&#039;Flaming Sword of Rhuin:&#039;&#039;&#039; Already jumping into 8+ CV territory. Gives a unit within 24&amp;quot; a +1 bonus to wound with all weapons as well as flaming attacks. Want an entire rain of arrows to obliterate trolls? Wanna see how hard you can slap that war machine? Throw it on one unit and see the results.&lt;br /&gt;
#&#039;&#039;&#039;The Burning Head:&#039;&#039;&#039; Draw an 18&amp;quot; line in front of your wizard. Every model under that line eats an S4 flaming hit as if from a bouncing cannonball. If you hurt anyone with this bouncing ball of doom, they must roll a Panic test.&lt;br /&gt;
#&#039;&#039;&#039;Piercing Bolts of Burning:&#039;&#039;&#039; A 24&amp;quot; magic missile that deals d3 S4 hits for each rank of 5+ models the unit composes, meaning entire mobs just might disintegrate from this.&lt;br /&gt;
#&#039;&#039;&#039;Fulminating Flame Cage:&#039;&#039;&#039; Deal d6 S4 flaming hits to an enemy within 24&amp;quot;. If the unit ever moves, they eat another S4 flaming hit. This is better for elite units or things you know will charge your soft spots.&lt;br /&gt;
#&#039;&#039;&#039;Flame Storm:&#039;&#039;&#039; Magical artillery blast with scatter. Not the same as actual artillery, mind, it is only S4, but it&#039;s still on fire and you can augment it to make the blast bigger.&lt;br /&gt;
&lt;br /&gt;
===Lore of Metal===&lt;br /&gt;
&#039;&#039;Lore Attribute: Metallic Attraction:&#039;&#039; Add +1 to the casting value if the target wears mostly light or medium armour, add +2 if the target wears mostly heavy or full plate armour. While it has two augment powers, the rest of them are reserved for actually beating up your beefy foes. Unfortunately, this doesn&#039;t have any modifiers for dealing with war machines.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Searing Doom:&#039;&#039;&#039; A magic missile dealing d6 flaming hits that bypass armour. When rolling to wound, you instead roll against their armour save. Awesome against knights and heavy infantry, useless against anything with natural armour (Like nature spirits or Lizardmen).&lt;br /&gt;
#&#039;&#039;&#039;Plague of Rust:&#039;&#039;&#039; One unit within 24&amp;quot; takes a -1 on their armour save. &#039;&#039;For the entire game. And it stacks.&#039;&#039; This shit&#039;s priceless for making a unit eat some heavy damage.&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Blades of Aiban:&#039;&#039;&#039; One allied unit&#039;s weapons all have +1 to hit and gain magical attacks and armour piercing (1). Cast this on the gang you want to pop war machines and chariots.&lt;br /&gt;
#&#039;&#039;&#039;Glittering Robe:&#039;&#039;&#039; Gives one unit within 12&amp;quot; a 5+ natural armour save. Shields now give you a heavy armour save, and that&#039;s always boss. Just be wary against anything punching through the save and get a ward save. Unlike the other spells, this spell can be augmented to give everyone within 12&amp;quot; this benefit.&lt;br /&gt;
#&#039;&#039;&#039;Gehenna&#039;s Golden Hounds:&#039;&#039;&#039; One model within 12&amp;quot; takes d6 S5 hits. This sounds about on tier for a magic missile, except that this still permits saves (though at S5, you&#039;re punching through plenty of that). Not subject to Look Out Sir! anymore, so might be worth taking if you need to snipe wizards or BSBs&lt;br /&gt;
#&#039;&#039;&#039;Transmutation of Lead:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to WS, BS, and armour saves. Not as godmode as Plague of Rust, but it has more uses besides softening a unit up.&lt;br /&gt;
#&#039;&#039;&#039;Final Transmutation:&#039;&#039;&#039; One unit within 18&amp;quot; must roll a d6 for every model inside it; every 5+ kills a model with no save besides Magic Resistance. In addition, anyone within 12&amp;quot; of this unit that&#039;s not an beast or monster need to test for Stupidity. While this one can be used on any unit without worrying about being useless, this has a good degree of not killing enough.&lt;br /&gt;
&lt;br /&gt;
===Lore of Life===&lt;br /&gt;
&#039;&#039;Lore Attrribute: Lifebloom:&#039;&#039; Once a spell is cast, restore a wound on the caster or any unit within 12&amp;quot; of them. Considering how many of your spells are augments, you should really be focusing on going full support.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Earthblood:&#039;&#039;&#039; Grants the caster and their unit a 5+ Regen. Not the easiest thing to pull off, but it grants another save.&lt;br /&gt;
#&#039;&#039;&#039;Awakening of the Wood:&#039;&#039;&#039; Deals d6 S4 hits to a unit within 12&amp;quot;, doubling when the unit&#039;s inside a forest. You&#039;ve got other Lores for damage, you have another spell for better damage.&lt;br /&gt;
#&#039;&#039;&#039;Flesh to Stone:&#039;&#039;&#039; Adds +2 to the Toughness of a unit within 12&amp;quot;. While it won&#039;t let your monsters laugh off cannons, it will let them laugh off anything lesser and it&#039;ll let that foot infantry tank out arrows and mobs.&lt;br /&gt;
#&#039;&#039;&#039;Throne of Vines:&#039;&#039;&#039; Your wizard now has an ongoing benefit to almost every spell (Earthblood gives 4+ Regen. Awakening of Wood is S6, Flesh to Stone adds +4 T, Regrowth heals d6+1 wounds, Shield of Thorns is now S4). It also lets you ignore a miscast when you roll a 2+ on a d6. If you have some backup to cover your heals for a turn or a wizard lord, do use this ASAP.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Thorns:&#039;&#039;&#039; One unit within 24&amp;quot; now deals 2d6 automatic S3 hits to any model in b2b. Stick it on the disposables, see how many more rolls you make.&lt;br /&gt;
#&#039;&#039;&#039;Regrowth:&#039;&#039;&#039; Helas d3+1 wounds worth of models, though it won&#039;t recover standards. While alright on its own, you really want this once you used Throne of Vines.&lt;br /&gt;
#&#039;&#039;&#039;The Dwellers from Below:&#039;&#039;&#039; Your other Direct Damage spell. This one makes enemies test Strength or die, the bane of hordes and swarms. Magic Resistance is their only way out.&lt;br /&gt;
&lt;br /&gt;
===Lore of Beasts===&lt;br /&gt;
&#039;&#039;&#039;Lore Attribute: Wildheart:&#039;&#039;&#039; Reduce the CV of a spell when casting it on of war beasts, cavalry, monstrous beasts, monstrous cavalry, chariots, monsters, swarms, or Beastmen in general. Needless to say, if you either don&#039;t have an army with a good number of these units (or aren&#039;t Beastmen) or aren&#039;t facing any of these, don&#039;t feel compelled to bring a Wizard Lord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyssan&#039;s Wildform:&#039;&#039;&#039; Add +1 to a unit&#039;s Strength and Toughness. Short-ranged and rather tough to cast, but it&#039;s very worth it.&lt;br /&gt;
#&#039;&#039;&#039;The Flock of Doom:&#039;&#039;&#039; Magic missile deals 2d6 S2 hits to one unit. Unimpressive.&lt;br /&gt;
#&#039;&#039;&#039;Pann&#039;s Impenetrable Pelt:&#039;&#039;&#039; Adds +3 to the Toughness of the wizard or any character within 12&amp;quot;, ideal for challenges. &lt;br /&gt;
#&#039;&#039;&#039;The Amber Spear:&#039;&#039;&#039; Gives you a legit S6 bolt thrower with d3 wounds that bypasses armour. That&#039;s metal. Augmenting it makes it even better at S10 with d6 wounds.&lt;br /&gt;
#&#039;&#039;&#039;The Curse of Anraheir:&#039;&#039;&#039; Curses a unit with -1 to hit anything and forcing them to treat all setpieces as dangerous terrain that kills on a 1 or 2.&lt;br /&gt;
#&#039;&#039;&#039;The Savage Beast of Horros:&#039;&#039;&#039; Gives a friendly character within 12&amp;quot; +3 to Strength and Attacks, which can turn your cavalry line or monsters into murder machines.&lt;br /&gt;
#&#039;&#039;&#039;Transformation of Kadon:&#039;&#039;&#039; Turns your footslogging wizard into a flying monstrosity. And it can still hide in your mob. It&#039;s pretty cool, but it&#039;s hampered by all your wizard&#039;s gear suddenly no longer working, meaning that you&#039;ll &#039;&#039;need&#039;&#039; to cast something else on them if they ever hope to survive a fight, presumably before they transform or by another wizard.&lt;br /&gt;
&lt;br /&gt;
===Lore of Heavens===&lt;br /&gt;
&#039;&#039;Attribute: Roiling Skies:&#039;&#039; Any spell you cast on a flying unit takes d6 S4 hits after all the other effects. Note that this doesn&#039;t say anything about what spells it is, so you can use anything to wreck an army of eagles or pegasi.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Iceshard Blizzard:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to hit with anything and to Leadership. This is a pretty decent protection, as it can also foil any indirect fire weapons and count as Ice Attacks, so Initiative&#039;s hit too. Reminder that Ice Attacks give ASL, meaning if you hit someone with this, then charge them with something with higher Initiative, they have -1 AND have to reroll successful hits. A WS10 model will have a 25% chance of hitting a WS1 model, assuming no rerolls or to hit bonuses, if you do this.&lt;br /&gt;
#&#039;&#039;&#039;Harmonic Convergence:&#039;&#039;&#039; Lets a unit re-roll 1s on hits, wounds, and saves. Absolutely worth taking. Great on more or less everything.&lt;br /&gt;
#&#039;&#039;&#039;Wind Blast:&#039;&#039;&#039; Shoves a unit back d3+1&amp;quot; (Doubled to d6+2&amp;quot; on augment). Pretty useful for shoving back a dangerous foe, and it can damage immobile war machines. Use if something would be charging anything of yours with a strength bonus, so you get to charge them next turn and get it.&lt;br /&gt;
#&#039;&#039;&#039;Curse of the Midnight Winds:&#039;&#039;&#039; The opposite of Harmonic Convergence, an enemy unit  must now re-roll all 6s on hits, wounds, and saves. Extra fun against Saurus, who get extra attacks on 6s to hit, but still great against anything.&lt;br /&gt;
#&#039;&#039;&#039;Urannon&#039;s Thunderbolt:&#039;&#039;&#039; A d6 S6 magic missile with Lightning Attacks, so say FUCK YOU to knights! &lt;br /&gt;
#&#039;&#039;&#039;Casandora&#039;s Comet:&#039;&#039;&#039; A magic blast that doesn&#039;t scatter, but instead has a chance to land each turn, adding more hits and strength to the eventual blast. Don&#039;t be relying on it for actual damage, there&#039;s Fire for that.&lt;br /&gt;
#&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; Urannon&#039;s Thunderbolt +1. After the initial hit, it has a chance to branch off and hit another unit, and then another, and... Look, just fire this into a horde of Chaos Warriors. You&#039;ll never regret it. Excellent against MSU armies.&lt;br /&gt;
&lt;br /&gt;
===Lore of Light===&lt;br /&gt;
&#039;&#039;Lore Attribute: Exorcism:&#039;&#039; When casting a direct damage or magic missile spell against any units with the Daemonic, Vampiric, or Undead rules, the spell gains another d6 hits. Pretty choice when trying to wipe out a horde of the blighters or shutting up a Lord or Monster.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Shem&#039;s Burning Gaze:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits. &lt;br /&gt;
#&#039;&#039;&#039;Pha&#039;s Protection:&#039;&#039;&#039; One unit is now harder to hit, like an inverse Iceshard Blizzard. This is good, and the augment is better for a big line.&lt;br /&gt;
#&#039;&#039;&#039;The Speed of Light:&#039;&#039;&#039; You want this. You want to make a unit WS 10 and Initiative 10. TAKE IT.&lt;br /&gt;
#&#039;&#039;&#039;Light of Battle:&#039;&#039;&#039; One unit within 12&amp;quot; can immediately rally and auto-pass all Leadership checks this turn. Unless you seriously want that unit to throw itself to death, there&#039;s better.&lt;br /&gt;
#&#039;&#039;&#039;Net of Amyntok:&#039;&#039;&#039; Your only hex, and it hurts harder than Fulminating Flame Cage. The enemy unit must test Ld to move, shoot, or cast, with failure inflicting d6 S4 hits. So not only will you lock up those Hellstriders or Skeleton Archers, you can also fuck them up.&lt;br /&gt;
#&#039;&#039;&#039;Banishment:&#039;&#039;&#039; Deals 2d6 hits of a strength equal to 4+how many other Light wizards are around the caster. This is your immediate slaying spell.&lt;br /&gt;
#&#039;&#039;&#039;Briona&#039;s Timewarp:&#039;&#039;&#039; Ups a unit to Initiative 10, doubles its movement, and adds +1 to Attacks, all of which is yes. Stack with Speed of Light and make your team the ultimate weapon.&lt;br /&gt;
&lt;br /&gt;
===Lore of Shadow===&lt;br /&gt;
&#039;&#039;Lore Attribute: Smoke &amp;amp; Mirrors:&#039;&#039; After casting a spell, your wizard can swap places with another character within 18&amp;quot; of the same unit type (meaning a foot wizard can only join other infantry units, horseback wizards can only join cavalry, etc.). Good at shuffling around characters to were they want to be. &lt;br /&gt;
:*&#039;&#039;&#039;Melkoth&#039;s Mystifying Miasma:&#039;&#039;&#039; A long-range and easy to cast hex, this robs a unit of d3 WS, BS, Movement, or Initiative. The Augment, which is pretty good to cast, has this rob all of them.&lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; One character within 12&amp;quot; flies as if they were in the Remaining Moves sub-phase. Pretty much needed to keep up with cavalry or if you need to throw a hero at a target.&lt;br /&gt;
#&#039;&#039;&#039;The Enfeebling Foe:&#039;&#039;&#039; The enemy unit loses d3 from Strength. Need to remove Greatweapons or Spears from the equation? Need to survive a monster? Throw it on &#039;em.&lt;br /&gt;
#&#039;&#039;&#039;The Withering:&#039;&#039;&#039; The enemy unit loses d3 Toughness. Take the chance and gank the fucker.&lt;br /&gt;
#&#039;&#039;&#039;The Penumbral Pendulum:&#039;&#039;&#039; Draw a 6d6&amp;quot; line in front of the caster. Every model under it must test Initiative or eat a cannonball-tier blast. While this sounds epic and it can totally wreck monsters and war machines, it suffers in terms of precision.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; See that blast template that just scattered? Everyone under it must now test Initiative or DIE. This is on tier with the Purple Sun as ruiners of everyone&#039;s shit.&lt;br /&gt;
#&#039;&#039;&#039;Okkam&#039;s Mindrazor:&#039;&#039;&#039; Okay, this is some high-class business here. This makes a unit use their Leadership when rolling to wound and when figuring out how much armour saves are impacted. If you have a well-disciplined unit of men with good Leadership or within the general&#039;s Inspiring Presence, then you have a unit that can insta-kill anything they touch.&lt;br /&gt;
&lt;br /&gt;
===Lore of Death===&lt;br /&gt;
&#039;&#039;Lore Attribute: Life Leeching:&#039;&#039; Every time a spell kills a model, roll a d6. Every 6 pulls in a die for the power pool. This makes them very useful as an opening act for another spell, be it from this or another wizard.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Spirit Leech:&#039;&#039;&#039; The wizard and one model must roll d6+Leadership. If the wizard wins, the target takes a number of armour-negating wounds equal to how much the test was failed by.&lt;br /&gt;
#&#039;&#039;&#039;Aspect of the Dreadknight:&#039;&#039;&#039; One unit gains Fear/Terror. Depending on the situation, this might help tip the scales on a fight, especially when combo&#039;d with Doom and Darkness.&lt;br /&gt;
#&#039;&#039;&#039;The Caress of Laniph:&#039;&#039;&#039; One enemy model takes a number of hits equal to 2d6 minus their Strength. These hits all wound on a 4+ and go through armour, making it better for lone models and single champions than against big monsters.&lt;br /&gt;
#&#039;&#039;&#039;Soulblight:&#039;&#039;&#039; An enemy unit takes -1 to Strength and Toughness. While this is pretty good, the augment spreads it to everyone within 24&amp;quot; rather than just one within 24&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Doom and Darkness:&#039;&#039;&#039; One enemy unit within 24&amp;quot; takes -3 to Leadership. Unless you&#039;re taking a unit outside of Inspiring Presence and you have something with Fear or Terror.&lt;br /&gt;
#&#039;&#039;&#039;The Fate of Bjuna:&#039;&#039;&#039; The other Caress of Laniph. Those hits are subtracted by Toughness, but these hits are now wounding by 2+. This is what you want against monsters.&lt;br /&gt;
#&#039;&#039;&#039;The Purple Sun of Xereus:&#039;&#039;&#039; Awwww yeah. This magical vortex forces anyone it passes over to test Initiative or die. Run against any MI or monster-heavy army and watch those tears. And then drink them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547636</id>
		<title>Warhammer Army Project/9th edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547636"/>
		<updated>2019-05-04T11:39:12Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650: /* Lore of Heavens */&lt;/p&gt;
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&lt;br /&gt;
== Warhammer Army Project, 9th Edition Tactica ==&lt;br /&gt;
&lt;br /&gt;
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing. &lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;t expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.&lt;br /&gt;
&lt;br /&gt;
this page is devoted to the changes between 8th edition and 9th edition.&lt;br /&gt;
&lt;br /&gt;
===Notable differences between Editions===&lt;br /&gt;
*&#039;&#039;&#039;Always Strikes Last&#039;&#039;&#039; now hurts even harder: If the model&#039;s initiative is still below that of its opponent before counting ASL, you must re-roll any successful hits that model makes.&lt;br /&gt;
*&#039;&#039;&#039;Poisoned Attacks&#039;&#039;&#039; has been rewritten so that it adds +1 to Wound rather than auto-wounding on a 6 to hit, making them more reliable.&lt;br /&gt;
*Failing &#039;&#039;&#039;Stupidity&#039;&#039;&#039; gives one fringe benefit to the victim: Immunity to Psychology. Granted, this is all stuck with the other restrictions, but it makes sure that a squad suffering from it won&#039;t break just from getting shot up in the middle of their sudden movement.&lt;br /&gt;
*&#039;&#039;&#039;Swiftstride&#039;&#039;&#039; was rewritten so that it only adds 2d6&amp;quot; movement when a unit with a movement value of 6 or lower charges, while units with higher movement get the classic 3d6 drop the lowest.&lt;br /&gt;
*&#039;&#039;&#039;Thunderstomp&#039;&#039;&#039; and vanilla &#039;&#039;&#039;Stomp&#039;&#039;&#039; have been effectively merged into one rule, dealing d6 hits on anyone in b2b, though it&#039;s lowered to d3 against lone infantry and skirmishers.&lt;br /&gt;
*Armour, in general, has been rewritten in a way that it can add to an existing save, such as &#039;&#039;&#039;Natural Armour&#039;&#039;&#039; or allowing a unit wearing only a shield and no armor in an appreciable way (read, more than just a +1 to an existing save for wearing heavier plate).&lt;br /&gt;
*Spells can actually be duplicated...once you&#039;ve exhausted every available spell for your army. This is especially useful for Orcs &amp;amp; Goblins and Skaven, who are legendarily starved for spells.&lt;br /&gt;
**Those models who can select spells, like as if they are bound spells or from some unique wizard rule, cannot select Signature Spells.&lt;br /&gt;
*Irresistible force has been removed entirely. In its place, any natural 6s you roll when casting/dispelling instead just grants you an additional die to your pool.&lt;br /&gt;
&lt;br /&gt;
====New Rules====&lt;br /&gt;
*&#039;&#039;Animated Construct:&#039;&#039; Now available to other models besides Tomb Kings. They remain Unbreakable and Immune to Poisoned Attacks. They also automatically pass checks for Redirecting Charges, Reforming, and Restraining from pursuit, but they can never march and can never use Stand &amp;amp; Shoot against a charge. They&#039;re also immune to Frenzy and Hatred, unfortunately.&lt;br /&gt;
*&#039;&#039;Aquatic:&#039;&#039; Replaces Sea Creature. These models treat water terrain as open ground and thus can march through, hold steadfast, and claim rank bonus while in water. Though they might take danger from specific terrain, they won&#039;t worry about the terrain in general. In addition, anyone shooting a unit mostly in water take -1 to hit.&lt;br /&gt;
*&#039;&#039;Armour Piercing (X):&#039;&#039; Technically always existed, but now there are things that can deal more than a -1 save penalty.&lt;br /&gt;
*&#039;&#039;Ice Attacks:&#039;&#039; Anyone attacked by a unit with this rule takes -1S and ASL. Also, immune to Ice.&lt;br /&gt;
*&#039;&#039;Ignores Armour Saves:&#039;&#039; Flat-out ignores armor. It&#039;s existed before, but now it&#039;s a legit USR&lt;br /&gt;
*&#039;&#039;Lightning Attacks:&#039;&#039; Models with this rule gain +1 to-hit and Ignores Armour against models wearing medium armour or heavier.&lt;br /&gt;
*&#039;&#039;Natural Armour:&#039;&#039; Replaces Scaly Skin. Gives a basic armour save that can stack with regular armour.&lt;br /&gt;
*&#039;&#039;Mixed Unit:&#039;&#039; Reserved for units where one sort of model is handling another sort of model (Like hounds and handlers). While Leadership is taken using the highest value in the unit, any other attacks or tests are resolved on the base model&#039;s stats. Once the Unit Strength hits below 5, there&#039;s now a risk for the handlers to get hurt - when they do take damage, all units have to take one wound before being allowed to hit another (so as to mitigate musical wound nonsense).&lt;br /&gt;
*&#039;&#039;Strength Bonus (X):&#039;&#039; Adds a bonus to the unit&#039;s Strength on the first round of any close combat.&lt;br /&gt;
*&#039;&#039;Sentient:&#039;&#039; Allows a model to benefit from Inspiring Presence or Hold Your Ground even when the model type normally wouldn&#039;t.&lt;br /&gt;
*&#039;&#039;Towering:&#039;&#039; Large Target renamed. This model is too huge to benefit from cover so long as the cover obscures less than half the model.&lt;br /&gt;
&lt;br /&gt;
====Model Types====&lt;br /&gt;
*Infantry have a unit strength of 1&lt;br /&gt;
*Monstrous Infantry have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Cavalry have Impact Hits (1) on top of Swiftstride and a unit strength of 2&lt;br /&gt;
*Monstrous Cavalry have Fear, Impact Hits (1), and Swiftstride as well as a unit strength of 4&lt;br /&gt;
*Swarms have Expendable, Skirmishers, and Unstable and have a unit strength of 3&lt;br /&gt;
*War Beasts have Swiftstride and Expendable as well as a unit strength of 1&lt;br /&gt;
*Monstrous Beasts have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Monsters have Stomp, Swiftstride, Terror, and Towering as well as a unit strength equal to their wound count&lt;br /&gt;
*Chariots have Impact Hits (d6) and Swiftstride as well as a unit strength equal to their wound count&lt;br /&gt;
**Equipping Scythes to a Chariot changes Impact Hits to d6+1.&lt;br /&gt;
*War Machines have a unit strength equal to their wound count&lt;br /&gt;
*Shrines (like the War Altar and Hurricanum) a unit strength equal to their wound count&lt;br /&gt;
&lt;br /&gt;
===Generic Armory===&lt;br /&gt;
Across the various armies of the Old World, there are things that are pretty much constantly in use no matter who uses them. Swords, axes, shields, these are the things that no army would be without. It should be noted that you can if your unit have multiple weapons that you can only use one for the entire combat, usually a weapon that isn&#039;t a hand weapon unless dual-wielding hand weapons or using a shield. You can&#039;t change this weapon unless you have rules permitting otherwise.&lt;br /&gt;
====Melee====&lt;br /&gt;
*&#039;&#039;&#039;Hand Weapon:&#039;&#039;&#039; Generic CCW.&lt;br /&gt;
**&#039;&#039;&#039;Multiple Hand Weapons:&#039;&#039;&#039; Grants a 6+ parry save and a bonus attack, but counts as a two-hander.&lt;br /&gt;
*&#039;&#039;&#039;Polearm/Halberd:&#039;&#039;&#039; +1S Two-hander weapon. Use them to dent armor.&lt;br /&gt;
*&#039;&#039;&#039;Greatweapon:&#039;&#039;&#039; +1S two-hander with an additional +1 at the first round of combat, but your model suffer -2I for the big swinger.&lt;br /&gt;
*&#039;&#039;&#039;Flail:&#039;&#039;&#039; Two-hander with SB(2) on the first round. Much stronger on the charge, less so after.&lt;br /&gt;
*&#039;&#039;&#039;Spear:&#039;&#039;&#039; Adds an extra rank to attack whenever the model doesn&#039;t charge. When non-infantry models charge the front, the model gets +1 to S and I. Cavalry with spears get +1 to S and I when they charge.&lt;br /&gt;
**&#039;&#039;&#039;Pike:&#039;&#039;&#039; The next step for spears. +3 ranks, +3 I on a turn they are charged from the front by non-infantry models.&lt;br /&gt;
*&#039;&#039;&#039;Lance:&#039;&#039;&#039; Cavalry gets +2 to S and I on the charge.&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
*&#039;&#039;&#039;Shortbow:&#039;&#039;&#039; 18&amp;quot; S3 missile with volley fire and can use Multiple Shots (2) when not moving or using stand and shoot.&lt;br /&gt;
**&#039;&#039;&#039;Bow:&#039;&#039;&#039; Now with a range of 24&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Longbow:&#039;&#039;&#039; 30&amp;quot; range now.&lt;br /&gt;
*&#039;&#039;&#039;Crossbow:&#039;&#039;&#039; 30&amp;quot; S4 shots, but you have Move or Fire. Decent for basic armor piercing.&lt;br /&gt;
**&#039;&#039;&#039;Crossbow Pistol:&#039;&#039;&#039; The range is shortened to 15&amp;quot;, but it&#039;s now Quick to Fire.&lt;br /&gt;
*&#039;&#039;&#039;Handgun:&#039;&#039;&#039; Your basic matchlock. 24&amp;quot; S4 shots with Piercing 1, but it&#039;s Move or Fire.&lt;br /&gt;
**&#039;&#039;&#039;Pistol:&#039;&#039;&#039; A Handgun with half the range but gets Quick to Fire. Using both hands adds +1 attack.&lt;br /&gt;
***&#039;&#039;&#039;Brace of Pistols:&#039;&#039;&#039; Two Handguns gives you Multishot (2), same as using both hands.&lt;br /&gt;
*&#039;&#039;&#039;Javelin:&#039;&#039;&#039; 12&amp;quot; at S:U, but they have Quick to Fire, Piercing 1, and volley. &lt;br /&gt;
*&#039;&#039;&#039;Thrown Weapon:&#039;&#039;&#039; Smaller thrown weapons like daggers or shurikens. Only has a range of 8&amp;quot;, but it has multishot (2) and Quick to Fire.&lt;br /&gt;
**&#039;&#039;&#039;Throwing Axes:&#039;&#039;&#039; Now with a very short 6&amp;quot;, but it has S+1 in exchange for multishot.&lt;br /&gt;
*&#039;&#039;&#039;Sling:&#039;&#039;&#039; Take a shortbow, and replace the volley fire with Piercing 1.&lt;br /&gt;
&lt;br /&gt;
=====War Machines=====&lt;br /&gt;
*&#039;&#039;&#039;Bolt Thrower:&#039;&#039;&#039; 48&amp;quot; S6 shots dealing d3 wounds and Pierce 1 for additional pain. It it kills the first target, it hits the one behind at S5, then the one behind at S4 and so on until someone fails to die.&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; 48&amp;quot; S10 shot that deals d6 wounds on whoever it directly lands on (assuming no mishaps). Then you roll the artillery dice again to see how far it rolls on after landing, hitting anyone else for d3 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Great Cannon:&#039;&#039;&#039; A bigger cannon with 60&amp;quot; and always dealing d6 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Grapeshot:&#039;&#039;&#039; You can load up a cannon with random scraps, making 12&amp;quot; S5 and Piercing 1 and a number of shots equal to the artillery dice. Pretty much makes it a close-range murder machine.&lt;br /&gt;
*&#039;&#039;&#039;Stone Thrower:&#039;&#039;&#039; 12-60&amp;quot; catapult that throws d6 wound attack as a small pieplate. It deals S9 damage on whoever&#039;s directly in the middle of the template, S3 to anyone near enough.&lt;br /&gt;
*&#039;&#039;&#039;Fire Thrower:&#039;&#039;&#039; A flamer with S5 flaming attacks and ignores cover.&lt;br /&gt;
&lt;br /&gt;
====Armour====&lt;br /&gt;
*&#039;&#039;&#039;Light Armour:&#039;&#039;&#039; Gives a 6+ save or adds +1 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Medium Armour:&#039;&#039;&#039; Gives a 5+ save or adds +2 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Armour:&#039;&#039;&#039; Gives a 4+ save or adds +3 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Full Plate Armour:&#039;&#039;&#039; Gives a 3+ save or adds +4 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Shield:&#039;&#039;&#039; Adds the same as Light Armour, but it also adds +1 to saves against missiles fired at the model&#039;s front and a 6++ parry save if used with a hand weapon.&lt;br /&gt;
**&#039;&#039;&#039;Buckler:&#039;&#039;&#039; A shield that&#039;s now useless for protecting against missiles, but now offers a 5++ parry.&lt;br /&gt;
*&#039;&#039;&#039;Barding:&#039;&#039;&#039; Light armor for steeds, with the exchange that it takes -1 from their movement. Charging or Pursuing takes an additional -1.&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
While all armies have their own unique armouries to pick from, this allows them to pick a generic item that covers all situations.&lt;br /&gt;
&lt;br /&gt;
====Magical Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Dragon Blade:&#039;&#039;&#039; 60 points for doubling successful hits.&lt;br /&gt;
*&#039;&#039;&#039;Giant Blade:&#039;&#039;&#039; 45 points adds +3S to a weapon without any penalty. Kickass.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Bloodshed:&#039;&#039;&#039; 45 points for a weapon that grants +3 attacks. This makes you a whirlwind of attacks.&lt;br /&gt;
*&#039;&#039;&#039;Ogre Blade:&#039;&#039;&#039; The lesser cousin of the Giant Blade, this adds only +2 S, but it&#039;s 15 points cheaper.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Strife:&#039;&#039;&#039; Budget Sword of Bloodshed, +2 attacks for 30.&lt;br /&gt;
*&#039;&#039;&#039;Bone Blade:&#039;&#039;&#039; Get Multiwound (d3) for 30 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Anti-Heroes:&#039;&#039;&#039; 30 points gives the user +1 to S/A for all opposing characters in b2b with them. A minor benefit for a champion-killer.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Sea Gold:&#039;&#039;&#039; Grants Piercing 3 for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Swift Slaying:&#039;&#039;&#039; ASF for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Fencer&#039;s Blades:&#039;&#039;&#039; Want to have WS10 for some ungodly reason? You can get two hand weapons to grant it for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Fortitude:&#039;&#039;&#039; In the event that you want Immunity to Psychology, you can spend 20 points for this.&lt;br /&gt;
*&#039;&#039;&#039;Relic Sword:&#039;&#039;&#039; For 20 points, your weapon now always wounds on a 3+ or lower, compensating for low strength or freakish toughness.&lt;br /&gt;
*&#039;&#039;&#039;Parrying Blade:&#039;&#039;&#039; You can get a 5++ parry for 20 points if you lack a shield.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Striking:&#039;&#039;&#039; 15 points adds +1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Might:&#039;&#039;&#039; 15 points for +1S.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Battle:&#039;&#039;&#039;+1A for 15.&lt;br /&gt;
*&#039;&#039;&#039;Berserker Sword:&#039;&#039;&#039; 15 points induces a permanent Frenzy.&lt;br /&gt;
*&#039;&#039;&#039;Shrieking Blade:&#039;&#039;&#039; 15 points allows you to add Fear onto a character without it.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Slicing:&#039;&#039;&#039; 15 points for Piercing 2.&lt;br /&gt;
*&#039;&#039;&#039;Venom Sword:&#039;&#039;&#039; As the name suggests, this gives Poisoned Attacks for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Biting Blade:&#039;&#039;&#039; Baby&#039;s first Sea Gold Blade, this only gives Piercing 1 for only 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Tormentor Sword:&#039;&#039;&#039; 5 points and you can now spread Stupidity to anyone you hit.&lt;br /&gt;
*&#039;&#039;&#039;Warrior Bane:&#039;&#039;&#039; 5 points lets anyone wounded by this blade lose an attack for each wound lost.&lt;br /&gt;
&lt;br /&gt;
====Magic Armour====&lt;br /&gt;
*&#039;&#039;&#039;Armour of Destiny:&#039;&#039;&#039; Heavy plate that grants a 4++ Ward for 50 points.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Fortune:&#039;&#039;&#039; 35 points for medium armor that has a 5++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Trickster&#039;s Helm:&#039;&#039;&#039; 35 points gives a 6+ save that forces successful wound rolls to be re-rolled.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Resilience:&#039;&#039;&#039; 30 points for +1 T&lt;br /&gt;
*&#039;&#039;&#039;Armour of Silvered Steel:&#039;&#039;&#039; You now have a permanent 2+ heavy armour save for 25 points, but it can&#039;t have shields improve it.&lt;br /&gt;
*&#039;&#039;&#039;Glittering Scales:&#039;&#039;&#039; This light armour forces anyone in close combat with the wearer to take -1 to hit rolls. All for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Ptolos:&#039;&#039;&#039; 20 points for a 1+ save.&lt;br /&gt;
*&#039;&#039;&#039;Gambler&#039;s Armour:&#039;&#039;&#039; Shave 15 points off the Armour of Fortune and reduce the Ward to a 6++.&lt;br /&gt;
*&#039;&#039;&#039;Spellshield:&#039;&#039;&#039; 15 points gives a shield with Resist Magic 6+.&lt;br /&gt;
*&#039;&#039;&#039;Dragonhelm:&#039;&#039;&#039; 10 points for a helmet with a 6+ save and Immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Enchanted Shield:&#039;&#039;&#039; Double the bonus a shield gives to Armour saves for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Charmed Shield:&#039;&#039;&#039; 5 points for a shield that can negate only one hit on a 2+.&lt;br /&gt;
&lt;br /&gt;
====Talismans====&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Preservation:&#039;&#039;&#039; 45 points for a 4++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Lodestone:&#039;&#039;&#039; 30 points to Resist Magic on 4+&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Endurance:&#039;&#039;&#039; 30 points grants a 4++ save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Amulet:&#039;&#039;&#039; 10 points off the Lodestone to Resist on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Dawnstone:&#039;&#039;&#039; 25 points lets you re-roll Armour saves.&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Protection:&#039;&#039;&#039; Half the price of the Endurance amulet and get a 6++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Opal Amulet:&#039;&#039;&#039; For 15 points, you get a one-time 4++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Trinket:&#039;&#039;&#039; 10 points nets you a 6+ Resist Magic.&lt;br /&gt;
*&#039;&#039;&#039;Seed of Rebirth:&#039;&#039;&#039; You get a 6+ Regen for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Dragonbane Gem:&#039;&#039;&#039; 5 points for immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Lucky Trinket:&#039;&#039;&#039; For 5 points you get to re-roll one save.&lt;br /&gt;
&lt;br /&gt;
====Arcane Items (Wizards Only)====&lt;br /&gt;
*&#039;&#039;&#039;Book of Ashur:&#039;&#039;&#039; For 60 points you get to add +1 to all casting and dispel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Feedback Scroll:&#039;&#039;&#039; For 35 points, instead of dispelling, you instead get to roll a number of die equal to the number of die the caster used and instantly wound the caster on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Destroy Magic Scroll:&#039;&#039;&#039; 35 points gives you not only an instant dispelling of a spell (unless the spell had Irresistible Force), but it also gives you the chance to erase the spell you just dispelled from the opponent&#039;s list on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Power Scroll:&#039;&#039;&#039; 35 points to let all doubles count as Irresistible Force and miscasts.&lt;br /&gt;
*&#039;&#039;&#039;Channeling Staff:&#039;&#039;&#039; For 30 points you add +1 to channel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Rod of Power:&#039;&#039;&#039; You can save up to three channeling/dispel die during each magic phase. At the start of any magic phase, you roll a die and if it&#039;s more than the number of die in the rod, you add them to the pool - otherwise they go poof.&lt;br /&gt;
*&#039;&#039;&#039;Forbidden Rod:&#039;&#039;&#039; Adds +d6 dice to the channeling pool, but you lode d3 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Earthing Rod:&#039;&#039;&#039; 25 points to re-roll one miscast.&lt;br /&gt;
*&#039;&#039;&#039;Dispel Scroll:&#039;&#039;&#039; Ol&#039; reliable. For 25 points, you get a single item that lets you use 6d6 to dispel a spell.&lt;br /&gt;
*&#039;&#039;&#039;Wand of Jet:&#039;&#039;&#039; 20 points adds +1d6 to a single casting roll, which can contribute to Irresistible Force or miscast.&lt;br /&gt;
*&#039;&#039;&#039;Power Stone:&#039;&#039;&#039; 20 points to add +2d6 to a casting roll.&lt;br /&gt;
*&#039;&#039;&#039;Luckstone:&#039;&#039;&#039; 20 points for a single do-over for a casting or dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Sceptre of Stability:&#039;&#039;&#039; 15 points to add +1d6 to a dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Scroll of Shielding:&#039;&#039;&#039; For 15 points, you can gain Resist Magic 4+ instead of dispelling.&lt;br /&gt;
*&#039;&#039;&#039;Loremaster&#039;s Tome:&#039;&#039;&#039; 15 points lets you add one more spell from the lores a wizard typically has.&lt;br /&gt;
*&#039;&#039;&#039;Wizard&#039;s Staff:&#039;&#039;&#039; 10 points adds an additional die to any casting roll.&lt;br /&gt;
&lt;br /&gt;
====Enchanted Items====&lt;br /&gt;
*&#039;&#039;&#039;Fozzrik&#039;s Folding Fortress:&#039;&#039;&#039; It&#039;s a hefty 100 points to summon a watchtower of your own after deploying your army.&lt;br /&gt;
*&#039;&#039;&#039;Wizarding Hat:&#039;&#039;&#039; You can now make a model a level 2 wizard, but now they have Stupidity. For 75 points, you&#039;d be better off with a legit wizard.&lt;br /&gt;
*&#039;&#039;&#039;Crown of Command:&#039;&#039;&#039; You now have Stubborn for 40 pts.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ring of Ruin:&#039;&#039;&#039; 35 points gives you a bound PL4 fireball&lt;br /&gt;
*&#039;&#039;&#039;Thunder Orb:&#039;&#039;&#039; This is scary. It&#039;s a bound PL4 spell that makes it impossible for any flying units to actually fly and instead have to walk anywhere.&lt;br /&gt;
*&#039;&#039;&#039;Healing Potion:&#039;&#039;&#039; 30 points gives you a single-use recovery of d6 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Carpet:&#039;&#039;&#039; 25 points lets your model fly, but now they can&#039;t join anyone.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Mask of EEE!:&#039;&#039;&#039; 25 points for Terror, but this will fuck over anyone who uses their Leadership to compensate for the lackluster morale of the troops.&lt;br /&gt;
*&#039;&#039;&#039;Potion of Strength:&#039;&#039;&#039; 10 points gives you +d3S for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Toughness:&#039;&#039;&#039; 10 points gives you +d3T for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Speed:&#039;&#039;&#039; 10 points gives you +d3A for one turn&lt;br /&gt;
*&#039;&#039;&#039;The Trickster&#039;s Shard:&#039;&#039;&#039; 15 points to force models in b2b with the holder to re-roll ward saves.&lt;br /&gt;
*&#039;&#039;&#039;Ironcurse Icon:&#039;&#039;&#039; This little 5 point trinket grants a 6++ Ward against war machines for the bearer and their unit.&lt;br /&gt;
&lt;br /&gt;
====Magic Standards (BSBs and Standard Bearers Only)====&lt;br /&gt;
*&#039;&#039;&#039;Battle Banner:&#039;&#039;&#039; A hefty 70 points, but it adds +d6 to battle resolutions.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Might:&#039;&#039;&#039; 55 points lets the unit add +1 to hit on the first turn of combat.&lt;br /&gt;
*&#039;&#039;&#039;Wailing Banner:&#039;&#039;&#039; 50 points to give a unit Terror.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Shielding:&#039;&#039;&#039; 40 units nets a unit a 6++ ward save against missiles.&lt;br /&gt;
*&#039;&#039;&#039;Rampager&#039;s Standard:&#039;&#039;&#039; 35 points to re-roll charge distances.&lt;br /&gt;
*&#039;&#039;&#039;Razor Standard:&#039;&#039;&#039; 30 points adds Armour Piercing 1 to all attacks.&lt;br /&gt;
*&#039;&#039;&#039;Dread Banner:&#039;&#039;&#039; Half the price of the Wailing Banner for only Fear.&lt;br /&gt;
*&#039;&#039;&#039;Ranger&#039;s Standard:&#039;&#039;&#039; 25 points nets you Strider. As in you don&#039;t worry about ANY terrain.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Arcane Warding:&#039;&#039;&#039; 20 points nets a unit Resist Magic 2&lt;br /&gt;
*&#039;&#039;&#039;War Banner:&#039;&#039;&#039; 20 points for +1 Combat Resolution.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Valour:&#039;&#039;&#039; 20 points to never worry about panic ever again.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Swiftness:&#039;&#039;&#039; 20 points to add Swiftstride.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Courage:&#039;&#039;&#039; 15 points lets a unit re-roll break tests.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Discipline:&#039;&#039;&#039; 15 points adds +1 to the unit&#039;s Ld, but it bans it from ever benefiting from the general&#039;s Inspiring Presence.&lt;br /&gt;
*&#039;&#039;&#039;Lichbone Pennant:&#039;&#039;&#039; Half the cost of the Arcane Warding standard for Magic Resist 1.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Eternal Flame:&#039;&#039;&#039; 10 points for flaming attacks.&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Pennant:&#039;&#039;&#039; 5 points lets the unit re-roll one Ld check.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Duty:&#039;&#039;&#039; Re-roll rally checks for 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Scarecrow Banner:&#039;&#039;&#039; For 5 points you can inspire Fear in flying units. How silly.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic...well, what else can be said that wasn&#039;t already said? Each wizard picks up a number of spells equal to their level (Loremasters excepted by knowing all spells) from one single lore. They also add a number of dice equal to their level to your pool for each magic phase, plus 2d6 die for every 2000 points your army&#039;s worth rounded down.&lt;br /&gt;
&lt;br /&gt;
While (nearly) every army possesses their own unique lores, many of them can also pick the following eight lores, each of which gives something vital that the special lore may not cover.&lt;br /&gt;
&lt;br /&gt;
===Lore of Fire===&lt;br /&gt;
&#039;&#039;Lore Attribute: Kindleflame:&#039;&#039; As you&#039;d probably guess, all your attack spells have Flaming Attacks. In addition, if your wizard targets an enemy that was already hurt by a Lore of Fire magic missile or direct damage spell, you add +d3 to the casting total. This is what makes it so spammable, especially if you have cheap wizards. Be wary that this lore does get greedy with the later spells though...&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Fireball:&#039;&#039;&#039; 24&amp;quot; magic missile that deals d6 S4 hits. You can augment it twice, each augments not only adding another 12&amp;quot; to the range but also adding d6 damage.&lt;br /&gt;
#&#039;&#039;&#039;Cascading Firecloak:&#039;&#039;&#039; Gives the wizard and their unit a protective field that deals 2d6 S4 damage to anyone in b2b.&lt;br /&gt;
#&#039;&#039;&#039;Flaming Sword of Rhuin:&#039;&#039;&#039; Already jumping into 8+ CV territory. Gives a unit within 24&amp;quot; a +1 bonus to wound with all weapons as well as flaming attacks. Want an entire rain of arrows to obliterate trolls? Wanna see how hard you can slap that war machine? Throw it on one unit and see the results.&lt;br /&gt;
#&#039;&#039;&#039;The Burning Head:&#039;&#039;&#039; Draw an 18&amp;quot; line in front of your wizard. Every model under that line eats an S4 flaming hit as if from a bouncing cannonball. If you hurt anyone with this bouncing ball of doom, they must roll a Panic test.&lt;br /&gt;
#&#039;&#039;&#039;Piercing Bolts of Burning:&#039;&#039;&#039; A 24&amp;quot; magic missile that deals d3 S4 hits for each rank of 5+ models the unit composes, meaning entire mobs just might disintegrate from this.&lt;br /&gt;
#&#039;&#039;&#039;Fulminating Flame Cage:&#039;&#039;&#039; Deal d6 S4 flaming hits to an enemy within 24&amp;quot;. If the unit ever moves, they eat another S4 flaming hit. This is better for elite units or things you know will charge your soft spots.&lt;br /&gt;
#&#039;&#039;&#039;Flame Storm:&#039;&#039;&#039; Magical artillery blast with scatter. Not the same as actual artillery, mind, it is only S4, but it&#039;s still on fire and you can augment it to make the blast bigger.&lt;br /&gt;
&lt;br /&gt;
===Lore of Metal===&lt;br /&gt;
&#039;&#039;Lore Attribute: Metallic Attraction:&#039;&#039; Add +1 to the casting value if the target wears mostly light or medium armour, add +2 if the target wears mostly heavy or full plate armour. While it has two augment powers, the rest of them are reserved for actually beating up your beefy foes. Unfortunately, this doesn&#039;t have any modifiers for dealing with war machines.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Searing Doom:&#039;&#039;&#039; A magic missile dealing d6 flaming hits that bypass armour. When rolling to wound, you instead roll against their armour save. Awesome against knights and heavy infantry, useless against anything with natural armour (Like nature spirits or Lizardmen).&lt;br /&gt;
#&#039;&#039;&#039;Plague of Rust:&#039;&#039;&#039; One unit within 24&amp;quot; takes a -1 on their armour save. &#039;&#039;For the entire game. And it stacks.&#039;&#039; This shit&#039;s priceless for making a unit eat some heavy damage.&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Blades of Aiban:&#039;&#039;&#039; One allied unit&#039;s weapons all have +1 to hit and gain magical attacks and armour piercing (1). Cast this on the gang you want to pop war machines and chariots.&lt;br /&gt;
#&#039;&#039;&#039;Glittering Robe:&#039;&#039;&#039; Gives one unit within 12&amp;quot; a 5+ natural armour save. Shields now give you a heavy armour save, and that&#039;s always boss. Just be wary against anything punching through the save and get a ward save. Unlike the other spells, this spell can be augmented to give everyone within 12&amp;quot; this benefit.&lt;br /&gt;
#&#039;&#039;&#039;Gehenna&#039;s Golden Hounds:&#039;&#039;&#039; One model within 12&amp;quot; takes d6 S5 hits. This sounds about on tier for a magic missile, except that this still permits saves (though at S5, you&#039;re punching through plenty of that). Not subject to Look Out Sir! anymore, so might be worth taking if you need to snipe wizards or BSBs&lt;br /&gt;
#&#039;&#039;&#039;Transmutation of Lead:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to WS, BS, and armour saves. Not as godmode as Plague of Rust, but it has more uses besides softening a unit up.&lt;br /&gt;
#&#039;&#039;&#039;Final Transmutation:&#039;&#039;&#039; One unit within 18&amp;quot; must roll a d6 for every model inside it; every 5+ kills a model with no save besides Magic Resistance. In addition, anyone within 12&amp;quot; of this unit that&#039;s not an beast or monster need to test for Stupidity. While this one can be used on any unit without worrying about being useless, this has a good degree of not killing enough.&lt;br /&gt;
&lt;br /&gt;
===Lore of Life===&lt;br /&gt;
&#039;&#039;Lore Attrribute: Lifebloom:&#039;&#039; Once a spell is cast, restore a wound on the caster or any unit within 12&amp;quot; of them. Considering how many of your spells are augments, you should really be focusing on going full support.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Earthblood:&#039;&#039;&#039; Grants the caster and their unit a 5+ Regen. Not the easiest thing to pull off, but it grants another save.&lt;br /&gt;
#&#039;&#039;&#039;Awakening of the Wood:&#039;&#039;&#039; Deals d6 S4 hits to a unit within 12&amp;quot;, doubling when the unit&#039;s inside a forest. You&#039;ve got other Lores for damage, you have another spell for better damage.&lt;br /&gt;
#&#039;&#039;&#039;Flesh to Stone:&#039;&#039;&#039; Adds +2 to the Toughness of a unit within 12&amp;quot;. While it won&#039;t let your monsters laugh off cannons, it will let them laugh off anything lesser and it&#039;ll let that foot infantry tank out arrows and mobs.&lt;br /&gt;
#&#039;&#039;&#039;Throne of Vines:&#039;&#039;&#039; Your wizard now has an ongoing benefit to almost every spell (Earthblood gives 4+ Regen. Awakening of Wood is S6, Flesh to Stone adds +4 T, Regrowth heals d6+1 wounds, Shield of Thorns is now S4). It also lets you ignore a miscast when you roll a 2+ on a d6. If you have some backup to cover your heals for a turn or a wizard lord, do use this ASAP.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Thorns:&#039;&#039;&#039; One unit within 24&amp;quot; now deals 2d6 automatic S3 hits to any model in b2b. Stick it on the disposables, see how many more rolls you make.&lt;br /&gt;
#&#039;&#039;&#039;Regrowth:&#039;&#039;&#039; Helas d3+1 wounds worth of models, though it won&#039;t recover standards. While alright on its own, you really want this once you used Throne of Vines.&lt;br /&gt;
#&#039;&#039;&#039;The Dwellers from Below:&#039;&#039;&#039; Your other Direct Damage spell. This one makes enemies test Strength or die, the bane of hordes and swarms. Magic Resistance is their only way out.&lt;br /&gt;
&lt;br /&gt;
===Lore of Beasts===&lt;br /&gt;
&#039;&#039;&#039;Lore Attribute: Wildheart:&#039;&#039;&#039; Reduce the CV of a spell when casting it on of war beasts, cavalry, monstrous beasts, monstrous cavalry, chariots, monsters, swarms, or Beastmen in general. Needless to say, if you either don&#039;t have an army with a good number of these units (or aren&#039;t Beastmen) or aren&#039;t facing any of these, don&#039;t feel compelled to bring a Wizard Lord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyssan&#039;s Wildform:&#039;&#039;&#039; Add +1 to a unit&#039;s Strength and Toughness. Short-ranged and rather tough to cast, but it&#039;s very worth it.&lt;br /&gt;
#&#039;&#039;&#039;The Flock of Doom:&#039;&#039;&#039; Magic missile deals 2d6 S2 hits to one unit. Unimpressive.&lt;br /&gt;
#&#039;&#039;&#039;Pann&#039;s Impenetrable Pelt:&#039;&#039;&#039; Adds +3 to the Toughness of the wizard or any character within 12&amp;quot;, ideal for challenges. &lt;br /&gt;
#&#039;&#039;&#039;The Amber Spear:&#039;&#039;&#039; Gives you a legit S6 bolt thrower with d3 wounds that bypasses armour. That&#039;s metal. Augmenting it makes it even better at S10 with d6 wounds.&lt;br /&gt;
#&#039;&#039;&#039;The Curse of Anraheir:&#039;&#039;&#039; Curses a unit with -1 to hit anything and forcing them to treat all setpieces as dangerous terrain that kills on a 1 or 2.&lt;br /&gt;
#&#039;&#039;&#039;The Savage Beast of Horros:&#039;&#039;&#039; Gives a friendly character within 12&amp;quot; +3 to Strength and Attacks, which can turn your cavalry line or monsters into murder machines.&lt;br /&gt;
#&#039;&#039;&#039;Transformation of Kadon:&#039;&#039;&#039; Turns your footslogging wizard into a flying monstrosity. And it can still hide in your mob. It&#039;s pretty cool, but it&#039;s hampered by all your wizard&#039;s gear suddenly no longer working, meaning that you&#039;ll &#039;&#039;need&#039;&#039; to cast something else on them if they ever hope to survive a fight, presumably before they transform or by another wizard.&lt;br /&gt;
&lt;br /&gt;
===Lore of Heavens===&lt;br /&gt;
&#039;&#039;Attribute: Roiling Skies:&#039;&#039; Any spell you cast on a flying unit takes d6 S4 hits after all the other effects. Note that this doesn&#039;t say anything about what spells it is, so you can use anything to wreck an army of eagles or pegasi.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Iceshard Blizzard:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to hit with anything and to Leadership. This is a pretty decent protection, as it can also foil any indirect fire weapons and count as Ice Attacks, so Initiative&#039;s hit too. Reminder that Ice Attacks give ASL, meaning if you hit someone with this, then charge them with something with higher Initiative, they have -1 AND have to reroll successful hits. A WS10 model will have a 25% chance of hitting a WS1 model, assuming no rerolls or to hit bonuses, if you do this.&lt;br /&gt;
#&#039;&#039;&#039;Harmonic Convergence:&#039;&#039;&#039; Lets a unit re-roll 1s on hits, wounds, and saves. Absolutely worth taking. &lt;br /&gt;
#&#039;&#039;&#039;Wind Blast:&#039;&#039;&#039; Shoves a unit back d3+1&amp;quot; (Doubled to d6+2&amp;quot; on augment). Pretty useful for shoving back a dangerous foe, and it can damage immobile war machines.&lt;br /&gt;
#&#039;&#039;&#039;Curse of the Midnight Winds:&#039;&#039;&#039; The opposite of Harmonic Convergence, an enemy unit  must now re-roll all 6s on hits, wounds, and saves. Fun against Saurus, who get extra attacks on 6s to hit, but still great against anything.&lt;br /&gt;
#&#039;&#039;&#039;Urannon&#039;s Thunderbolt:&#039;&#039;&#039; A d6 S6 magic missile with Lightning Attacks, so say FUCK YOU to knights!&lt;br /&gt;
#&#039;&#039;&#039;Casandora&#039;s Comet:&#039;&#039;&#039; A magic blast that doesn&#039;t scatter, but instead has a chance to land each turn, adding more hits and strength to the eventual blast. Don&#039;t be relying on it for actual damage, there&#039;s Fire for that.&lt;br /&gt;
#&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; Urannon&#039;s Thunderbolt +1. After the initial hit, it has a chance to branch off and hit another unit, and then another, and... Look, just fire this into a horde of Chaos Warriors. You&#039;ll never regret it.&lt;br /&gt;
&lt;br /&gt;
===Lore of Light===&lt;br /&gt;
&#039;&#039;Lore Attribute: Exorcism:&#039;&#039; When casting a direct damage or magic missile spell against any units with the Daemonic, Vampiric, or Undead rules, the spell gains another d6 hits. Pretty choice when trying to wipe out a horde of the blighters or shutting up a Lord or Monster.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Shem&#039;s Burning Gaze:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits. &lt;br /&gt;
#&#039;&#039;&#039;Pha&#039;s Protection:&#039;&#039;&#039; One unit is now harder to hit, like an inverse Iceshard Blizzard. This is good, and the augment is better for a big line.&lt;br /&gt;
#&#039;&#039;&#039;The Speed of Light:&#039;&#039;&#039; You want this. You want to make a unit WS 10 and Initiative 10. TAKE IT.&lt;br /&gt;
#&#039;&#039;&#039;Light of Battle:&#039;&#039;&#039; One unit within 12&amp;quot; can immediately rally and auto-pass all Leadership checks this turn. Unless you seriously want that unit to throw itself to death, there&#039;s better.&lt;br /&gt;
#&#039;&#039;&#039;Net of Amyntok:&#039;&#039;&#039; Your only hex, and it hurts harder than Fulminating Flame Cage. The enemy unit must test Ld to move, shoot, or cast, with failure inflicting d6 S4 hits. So not only will you lock up those Hellstriders or Skeleton Archers, you can also fuck them up.&lt;br /&gt;
#&#039;&#039;&#039;Banishment:&#039;&#039;&#039; Deals 2d6 hits of a strength equal to 4+how many other Light wizards are around the caster. This is your immediate slaying spell.&lt;br /&gt;
#&#039;&#039;&#039;Briona&#039;s Timewarp:&#039;&#039;&#039; Ups a unit to Initiative 10, doubles its movement, and adds +1 to Attacks, all of which is yes. Stack with Speed of Light and make your team the ultimate weapon.&lt;br /&gt;
&lt;br /&gt;
===Lore of Shadow===&lt;br /&gt;
&#039;&#039;Lore Attribute: Smoke &amp;amp; Mirrors:&#039;&#039; After casting a spell, your wizard can swap places with another character within 18&amp;quot; of the same unit type (meaning a foot wizard can only join other infantry units, horseback wizards can only join cavalry, etc.). Good at shuffling around characters to were they want to be. &lt;br /&gt;
:*&#039;&#039;&#039;Melkoth&#039;s Mystifying Miasma:&#039;&#039;&#039; A long-range and easy to cast hex, this robs a unit of d3 WS, BS, Movement, or Initiative. The Augment, which is pretty good to cast, has this rob all of them.&lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; One character within 12&amp;quot; flies as if they were in the Remaining Moves sub-phase. Pretty much needed to keep up with cavalry or if you need to throw a hero at a target.&lt;br /&gt;
#&#039;&#039;&#039;The Enfeebling Foe:&#039;&#039;&#039; The enemy unit loses d3 from Strength. Need to remove Greatweapons or Spears from the equation? Need to survive a monster? Throw it on &#039;em.&lt;br /&gt;
#&#039;&#039;&#039;The Withering:&#039;&#039;&#039; The enemy unit loses d3 Toughness. Take the chance and gank the fucker.&lt;br /&gt;
#&#039;&#039;&#039;The Penumbral Pendulum:&#039;&#039;&#039; Draw a 6d6&amp;quot; line in front of the caster. Every model under it must test Initiative or eat a cannonball-tier blast. While this sounds epic and it can totally wreck monsters and war machines, it suffers in terms of precision.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; See that blast template that just scattered? Everyone under it must now test Initiative or DIE. This is on tier with the Purple Sun as ruiners of everyone&#039;s shit.&lt;br /&gt;
#&#039;&#039;&#039;Okkam&#039;s Mindrazor:&#039;&#039;&#039; Okay, this is some high-class business here. This makes a unit use their Leadership when rolling to wound and when figuring out how much armour saves are impacted. If you have a well-disciplined unit of men with good Leadership or within the general&#039;s Inspiring Presence, then you have a unit that can insta-kill anything they touch.&lt;br /&gt;
&lt;br /&gt;
===Lore of Death===&lt;br /&gt;
&#039;&#039;Lore Attribute: Life Leeching:&#039;&#039; Every time a spell kills a model, roll a d6. Every 6 pulls in a die for the power pool. This makes them very useful as an opening act for another spell, be it from this or another wizard.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Spirit Leech:&#039;&#039;&#039; The wizard and one model must roll d6+Leadership. If the wizard wins, the target takes a number of armour-negating wounds equal to how much the test was failed by.&lt;br /&gt;
#&#039;&#039;&#039;Aspect of the Dreadknight:&#039;&#039;&#039; One unit gains Fear/Terror. Depending on the situation, this might help tip the scales on a fight, especially when combo&#039;d with Doom and Darkness.&lt;br /&gt;
#&#039;&#039;&#039;The Caress of Laniph:&#039;&#039;&#039; One enemy model takes a number of hits equal to 2d6 minus their Strength. These hits all wound on a 4+ and go through armour, making it better for lone models and single champions than against big monsters.&lt;br /&gt;
#&#039;&#039;&#039;Soulblight:&#039;&#039;&#039; An enemy unit takes -1 to Strength and Toughness. While this is pretty good, the augment spreads it to everyone within 24&amp;quot; rather than just one within 24&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Doom and Darkness:&#039;&#039;&#039; One enemy unit within 24&amp;quot; takes -3 to Leadership. Unless you&#039;re taking a unit outside of Inspiring Presence and you have something with Fear or Terror.&lt;br /&gt;
#&#039;&#039;&#039;The Fate of Bjuna:&#039;&#039;&#039; The other Caress of Laniph. Those hits are subtracted by Toughness, but these hits are now wounding by 2+. This is what you want against monsters.&lt;br /&gt;
#&#039;&#039;&#039;The Purple Sun of Xereus:&#039;&#039;&#039; Awwww yeah. This magical vortex forces anyone it passes over to test Initiative or die. Run against any MI or monster-heavy army and watch those tears. And then drink them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547635</id>
		<title>Warhammer Army Project/9th edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547635"/>
		<updated>2019-05-04T11:38:44Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650: /* Lore of Heavens */&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Warhammer Army Project, 9th Edition Tactica ==&lt;br /&gt;
&lt;br /&gt;
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing. &lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;t expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.&lt;br /&gt;
&lt;br /&gt;
this page is devoted to the changes between 8th edition and 9th edition.&lt;br /&gt;
&lt;br /&gt;
===Notable differences between Editions===&lt;br /&gt;
*&#039;&#039;&#039;Always Strikes Last&#039;&#039;&#039; now hurts even harder: If the model&#039;s initiative is still below that of its opponent before counting ASL, you must re-roll any successful hits that model makes.&lt;br /&gt;
*&#039;&#039;&#039;Poisoned Attacks&#039;&#039;&#039; has been rewritten so that it adds +1 to Wound rather than auto-wounding on a 6 to hit, making them more reliable.&lt;br /&gt;
*Failing &#039;&#039;&#039;Stupidity&#039;&#039;&#039; gives one fringe benefit to the victim: Immunity to Psychology. Granted, this is all stuck with the other restrictions, but it makes sure that a squad suffering from it won&#039;t break just from getting shot up in the middle of their sudden movement.&lt;br /&gt;
*&#039;&#039;&#039;Swiftstride&#039;&#039;&#039; was rewritten so that it only adds 2d6&amp;quot; movement when a unit with a movement value of 6 or lower charges, while units with higher movement get the classic 3d6 drop the lowest.&lt;br /&gt;
*&#039;&#039;&#039;Thunderstomp&#039;&#039;&#039; and vanilla &#039;&#039;&#039;Stomp&#039;&#039;&#039; have been effectively merged into one rule, dealing d6 hits on anyone in b2b, though it&#039;s lowered to d3 against lone infantry and skirmishers.&lt;br /&gt;
*Armour, in general, has been rewritten in a way that it can add to an existing save, such as &#039;&#039;&#039;Natural Armour&#039;&#039;&#039; or allowing a unit wearing only a shield and no armor in an appreciable way (read, more than just a +1 to an existing save for wearing heavier plate).&lt;br /&gt;
*Spells can actually be duplicated...once you&#039;ve exhausted every available spell for your army. This is especially useful for Orcs &amp;amp; Goblins and Skaven, who are legendarily starved for spells.&lt;br /&gt;
**Those models who can select spells, like as if they are bound spells or from some unique wizard rule, cannot select Signature Spells.&lt;br /&gt;
*Irresistible force has been removed entirely. In its place, any natural 6s you roll when casting/dispelling instead just grants you an additional die to your pool.&lt;br /&gt;
&lt;br /&gt;
====New Rules====&lt;br /&gt;
*&#039;&#039;Animated Construct:&#039;&#039; Now available to other models besides Tomb Kings. They remain Unbreakable and Immune to Poisoned Attacks. They also automatically pass checks for Redirecting Charges, Reforming, and Restraining from pursuit, but they can never march and can never use Stand &amp;amp; Shoot against a charge. They&#039;re also immune to Frenzy and Hatred, unfortunately.&lt;br /&gt;
*&#039;&#039;Aquatic:&#039;&#039; Replaces Sea Creature. These models treat water terrain as open ground and thus can march through, hold steadfast, and claim rank bonus while in water. Though they might take danger from specific terrain, they won&#039;t worry about the terrain in general. In addition, anyone shooting a unit mostly in water take -1 to hit.&lt;br /&gt;
*&#039;&#039;Armour Piercing (X):&#039;&#039; Technically always existed, but now there are things that can deal more than a -1 save penalty.&lt;br /&gt;
*&#039;&#039;Ice Attacks:&#039;&#039; Anyone attacked by a unit with this rule takes -1S and ASL. Also, immune to Ice.&lt;br /&gt;
*&#039;&#039;Ignores Armour Saves:&#039;&#039; Flat-out ignores armor. It&#039;s existed before, but now it&#039;s a legit USR&lt;br /&gt;
*&#039;&#039;Lightning Attacks:&#039;&#039; Models with this rule gain +1 to-hit and Ignores Armour against models wearing medium armour or heavier.&lt;br /&gt;
*&#039;&#039;Natural Armour:&#039;&#039; Replaces Scaly Skin. Gives a basic armour save that can stack with regular armour.&lt;br /&gt;
*&#039;&#039;Mixed Unit:&#039;&#039; Reserved for units where one sort of model is handling another sort of model (Like hounds and handlers). While Leadership is taken using the highest value in the unit, any other attacks or tests are resolved on the base model&#039;s stats. Once the Unit Strength hits below 5, there&#039;s now a risk for the handlers to get hurt - when they do take damage, all units have to take one wound before being allowed to hit another (so as to mitigate musical wound nonsense).&lt;br /&gt;
*&#039;&#039;Strength Bonus (X):&#039;&#039; Adds a bonus to the unit&#039;s Strength on the first round of any close combat.&lt;br /&gt;
*&#039;&#039;Sentient:&#039;&#039; Allows a model to benefit from Inspiring Presence or Hold Your Ground even when the model type normally wouldn&#039;t.&lt;br /&gt;
*&#039;&#039;Towering:&#039;&#039; Large Target renamed. This model is too huge to benefit from cover so long as the cover obscures less than half the model.&lt;br /&gt;
&lt;br /&gt;
====Model Types====&lt;br /&gt;
*Infantry have a unit strength of 1&lt;br /&gt;
*Monstrous Infantry have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Cavalry have Impact Hits (1) on top of Swiftstride and a unit strength of 2&lt;br /&gt;
*Monstrous Cavalry have Fear, Impact Hits (1), and Swiftstride as well as a unit strength of 4&lt;br /&gt;
*Swarms have Expendable, Skirmishers, and Unstable and have a unit strength of 3&lt;br /&gt;
*War Beasts have Swiftstride and Expendable as well as a unit strength of 1&lt;br /&gt;
*Monstrous Beasts have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Monsters have Stomp, Swiftstride, Terror, and Towering as well as a unit strength equal to their wound count&lt;br /&gt;
*Chariots have Impact Hits (d6) and Swiftstride as well as a unit strength equal to their wound count&lt;br /&gt;
**Equipping Scythes to a Chariot changes Impact Hits to d6+1.&lt;br /&gt;
*War Machines have a unit strength equal to their wound count&lt;br /&gt;
*Shrines (like the War Altar and Hurricanum) a unit strength equal to their wound count&lt;br /&gt;
&lt;br /&gt;
===Generic Armory===&lt;br /&gt;
Across the various armies of the Old World, there are things that are pretty much constantly in use no matter who uses them. Swords, axes, shields, these are the things that no army would be without. It should be noted that you can if your unit have multiple weapons that you can only use one for the entire combat, usually a weapon that isn&#039;t a hand weapon unless dual-wielding hand weapons or using a shield. You can&#039;t change this weapon unless you have rules permitting otherwise.&lt;br /&gt;
====Melee====&lt;br /&gt;
*&#039;&#039;&#039;Hand Weapon:&#039;&#039;&#039; Generic CCW.&lt;br /&gt;
**&#039;&#039;&#039;Multiple Hand Weapons:&#039;&#039;&#039; Grants a 6+ parry save and a bonus attack, but counts as a two-hander.&lt;br /&gt;
*&#039;&#039;&#039;Polearm/Halberd:&#039;&#039;&#039; +1S Two-hander weapon. Use them to dent armor.&lt;br /&gt;
*&#039;&#039;&#039;Greatweapon:&#039;&#039;&#039; +1S two-hander with an additional +1 at the first round of combat, but your model suffer -2I for the big swinger.&lt;br /&gt;
*&#039;&#039;&#039;Flail:&#039;&#039;&#039; Two-hander with SB(2) on the first round. Much stronger on the charge, less so after.&lt;br /&gt;
*&#039;&#039;&#039;Spear:&#039;&#039;&#039; Adds an extra rank to attack whenever the model doesn&#039;t charge. When non-infantry models charge the front, the model gets +1 to S and I. Cavalry with spears get +1 to S and I when they charge.&lt;br /&gt;
**&#039;&#039;&#039;Pike:&#039;&#039;&#039; The next step for spears. +3 ranks, +3 I on a turn they are charged from the front by non-infantry models.&lt;br /&gt;
*&#039;&#039;&#039;Lance:&#039;&#039;&#039; Cavalry gets +2 to S and I on the charge.&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
*&#039;&#039;&#039;Shortbow:&#039;&#039;&#039; 18&amp;quot; S3 missile with volley fire and can use Multiple Shots (2) when not moving or using stand and shoot.&lt;br /&gt;
**&#039;&#039;&#039;Bow:&#039;&#039;&#039; Now with a range of 24&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Longbow:&#039;&#039;&#039; 30&amp;quot; range now.&lt;br /&gt;
*&#039;&#039;&#039;Crossbow:&#039;&#039;&#039; 30&amp;quot; S4 shots, but you have Move or Fire. Decent for basic armor piercing.&lt;br /&gt;
**&#039;&#039;&#039;Crossbow Pistol:&#039;&#039;&#039; The range is shortened to 15&amp;quot;, but it&#039;s now Quick to Fire.&lt;br /&gt;
*&#039;&#039;&#039;Handgun:&#039;&#039;&#039; Your basic matchlock. 24&amp;quot; S4 shots with Piercing 1, but it&#039;s Move or Fire.&lt;br /&gt;
**&#039;&#039;&#039;Pistol:&#039;&#039;&#039; A Handgun with half the range but gets Quick to Fire. Using both hands adds +1 attack.&lt;br /&gt;
***&#039;&#039;&#039;Brace of Pistols:&#039;&#039;&#039; Two Handguns gives you Multishot (2), same as using both hands.&lt;br /&gt;
*&#039;&#039;&#039;Javelin:&#039;&#039;&#039; 12&amp;quot; at S:U, but they have Quick to Fire, Piercing 1, and volley. &lt;br /&gt;
*&#039;&#039;&#039;Thrown Weapon:&#039;&#039;&#039; Smaller thrown weapons like daggers or shurikens. Only has a range of 8&amp;quot;, but it has multishot (2) and Quick to Fire.&lt;br /&gt;
**&#039;&#039;&#039;Throwing Axes:&#039;&#039;&#039; Now with a very short 6&amp;quot;, but it has S+1 in exchange for multishot.&lt;br /&gt;
*&#039;&#039;&#039;Sling:&#039;&#039;&#039; Take a shortbow, and replace the volley fire with Piercing 1.&lt;br /&gt;
&lt;br /&gt;
=====War Machines=====&lt;br /&gt;
*&#039;&#039;&#039;Bolt Thrower:&#039;&#039;&#039; 48&amp;quot; S6 shots dealing d3 wounds and Pierce 1 for additional pain. It it kills the first target, it hits the one behind at S5, then the one behind at S4 and so on until someone fails to die.&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; 48&amp;quot; S10 shot that deals d6 wounds on whoever it directly lands on (assuming no mishaps). Then you roll the artillery dice again to see how far it rolls on after landing, hitting anyone else for d3 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Great Cannon:&#039;&#039;&#039; A bigger cannon with 60&amp;quot; and always dealing d6 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Grapeshot:&#039;&#039;&#039; You can load up a cannon with random scraps, making 12&amp;quot; S5 and Piercing 1 and a number of shots equal to the artillery dice. Pretty much makes it a close-range murder machine.&lt;br /&gt;
*&#039;&#039;&#039;Stone Thrower:&#039;&#039;&#039; 12-60&amp;quot; catapult that throws d6 wound attack as a small pieplate. It deals S9 damage on whoever&#039;s directly in the middle of the template, S3 to anyone near enough.&lt;br /&gt;
*&#039;&#039;&#039;Fire Thrower:&#039;&#039;&#039; A flamer with S5 flaming attacks and ignores cover.&lt;br /&gt;
&lt;br /&gt;
====Armour====&lt;br /&gt;
*&#039;&#039;&#039;Light Armour:&#039;&#039;&#039; Gives a 6+ save or adds +1 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Medium Armour:&#039;&#039;&#039; Gives a 5+ save or adds +2 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Armour:&#039;&#039;&#039; Gives a 4+ save or adds +3 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Full Plate Armour:&#039;&#039;&#039; Gives a 3+ save or adds +4 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Shield:&#039;&#039;&#039; Adds the same as Light Armour, but it also adds +1 to saves against missiles fired at the model&#039;s front and a 6++ parry save if used with a hand weapon.&lt;br /&gt;
**&#039;&#039;&#039;Buckler:&#039;&#039;&#039; A shield that&#039;s now useless for protecting against missiles, but now offers a 5++ parry.&lt;br /&gt;
*&#039;&#039;&#039;Barding:&#039;&#039;&#039; Light armor for steeds, with the exchange that it takes -1 from their movement. Charging or Pursuing takes an additional -1.&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
While all armies have their own unique armouries to pick from, this allows them to pick a generic item that covers all situations.&lt;br /&gt;
&lt;br /&gt;
====Magical Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Dragon Blade:&#039;&#039;&#039; 60 points for doubling successful hits.&lt;br /&gt;
*&#039;&#039;&#039;Giant Blade:&#039;&#039;&#039; 45 points adds +3S to a weapon without any penalty. Kickass.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Bloodshed:&#039;&#039;&#039; 45 points for a weapon that grants +3 attacks. This makes you a whirlwind of attacks.&lt;br /&gt;
*&#039;&#039;&#039;Ogre Blade:&#039;&#039;&#039; The lesser cousin of the Giant Blade, this adds only +2 S, but it&#039;s 15 points cheaper.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Strife:&#039;&#039;&#039; Budget Sword of Bloodshed, +2 attacks for 30.&lt;br /&gt;
*&#039;&#039;&#039;Bone Blade:&#039;&#039;&#039; Get Multiwound (d3) for 30 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Anti-Heroes:&#039;&#039;&#039; 30 points gives the user +1 to S/A for all opposing characters in b2b with them. A minor benefit for a champion-killer.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Sea Gold:&#039;&#039;&#039; Grants Piercing 3 for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Swift Slaying:&#039;&#039;&#039; ASF for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Fencer&#039;s Blades:&#039;&#039;&#039; Want to have WS10 for some ungodly reason? You can get two hand weapons to grant it for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Fortitude:&#039;&#039;&#039; In the event that you want Immunity to Psychology, you can spend 20 points for this.&lt;br /&gt;
*&#039;&#039;&#039;Relic Sword:&#039;&#039;&#039; For 20 points, your weapon now always wounds on a 3+ or lower, compensating for low strength or freakish toughness.&lt;br /&gt;
*&#039;&#039;&#039;Parrying Blade:&#039;&#039;&#039; You can get a 5++ parry for 20 points if you lack a shield.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Striking:&#039;&#039;&#039; 15 points adds +1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Might:&#039;&#039;&#039; 15 points for +1S.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Battle:&#039;&#039;&#039;+1A for 15.&lt;br /&gt;
*&#039;&#039;&#039;Berserker Sword:&#039;&#039;&#039; 15 points induces a permanent Frenzy.&lt;br /&gt;
*&#039;&#039;&#039;Shrieking Blade:&#039;&#039;&#039; 15 points allows you to add Fear onto a character without it.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Slicing:&#039;&#039;&#039; 15 points for Piercing 2.&lt;br /&gt;
*&#039;&#039;&#039;Venom Sword:&#039;&#039;&#039; As the name suggests, this gives Poisoned Attacks for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Biting Blade:&#039;&#039;&#039; Baby&#039;s first Sea Gold Blade, this only gives Piercing 1 for only 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Tormentor Sword:&#039;&#039;&#039; 5 points and you can now spread Stupidity to anyone you hit.&lt;br /&gt;
*&#039;&#039;&#039;Warrior Bane:&#039;&#039;&#039; 5 points lets anyone wounded by this blade lose an attack for each wound lost.&lt;br /&gt;
&lt;br /&gt;
====Magic Armour====&lt;br /&gt;
*&#039;&#039;&#039;Armour of Destiny:&#039;&#039;&#039; Heavy plate that grants a 4++ Ward for 50 points.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Fortune:&#039;&#039;&#039; 35 points for medium armor that has a 5++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Trickster&#039;s Helm:&#039;&#039;&#039; 35 points gives a 6+ save that forces successful wound rolls to be re-rolled.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Resilience:&#039;&#039;&#039; 30 points for +1 T&lt;br /&gt;
*&#039;&#039;&#039;Armour of Silvered Steel:&#039;&#039;&#039; You now have a permanent 2+ heavy armour save for 25 points, but it can&#039;t have shields improve it.&lt;br /&gt;
*&#039;&#039;&#039;Glittering Scales:&#039;&#039;&#039; This light armour forces anyone in close combat with the wearer to take -1 to hit rolls. All for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Ptolos:&#039;&#039;&#039; 20 points for a 1+ save.&lt;br /&gt;
*&#039;&#039;&#039;Gambler&#039;s Armour:&#039;&#039;&#039; Shave 15 points off the Armour of Fortune and reduce the Ward to a 6++.&lt;br /&gt;
*&#039;&#039;&#039;Spellshield:&#039;&#039;&#039; 15 points gives a shield with Resist Magic 6+.&lt;br /&gt;
*&#039;&#039;&#039;Dragonhelm:&#039;&#039;&#039; 10 points for a helmet with a 6+ save and Immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Enchanted Shield:&#039;&#039;&#039; Double the bonus a shield gives to Armour saves for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Charmed Shield:&#039;&#039;&#039; 5 points for a shield that can negate only one hit on a 2+.&lt;br /&gt;
&lt;br /&gt;
====Talismans====&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Preservation:&#039;&#039;&#039; 45 points for a 4++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Lodestone:&#039;&#039;&#039; 30 points to Resist Magic on 4+&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Endurance:&#039;&#039;&#039; 30 points grants a 4++ save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Amulet:&#039;&#039;&#039; 10 points off the Lodestone to Resist on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Dawnstone:&#039;&#039;&#039; 25 points lets you re-roll Armour saves.&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Protection:&#039;&#039;&#039; Half the price of the Endurance amulet and get a 6++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Opal Amulet:&#039;&#039;&#039; For 15 points, you get a one-time 4++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Trinket:&#039;&#039;&#039; 10 points nets you a 6+ Resist Magic.&lt;br /&gt;
*&#039;&#039;&#039;Seed of Rebirth:&#039;&#039;&#039; You get a 6+ Regen for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Dragonbane Gem:&#039;&#039;&#039; 5 points for immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Lucky Trinket:&#039;&#039;&#039; For 5 points you get to re-roll one save.&lt;br /&gt;
&lt;br /&gt;
====Arcane Items (Wizards Only)====&lt;br /&gt;
*&#039;&#039;&#039;Book of Ashur:&#039;&#039;&#039; For 60 points you get to add +1 to all casting and dispel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Feedback Scroll:&#039;&#039;&#039; For 35 points, instead of dispelling, you instead get to roll a number of die equal to the number of die the caster used and instantly wound the caster on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Destroy Magic Scroll:&#039;&#039;&#039; 35 points gives you not only an instant dispelling of a spell (unless the spell had Irresistible Force), but it also gives you the chance to erase the spell you just dispelled from the opponent&#039;s list on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Power Scroll:&#039;&#039;&#039; 35 points to let all doubles count as Irresistible Force and miscasts.&lt;br /&gt;
*&#039;&#039;&#039;Channeling Staff:&#039;&#039;&#039; For 30 points you add +1 to channel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Rod of Power:&#039;&#039;&#039; You can save up to three channeling/dispel die during each magic phase. At the start of any magic phase, you roll a die and if it&#039;s more than the number of die in the rod, you add them to the pool - otherwise they go poof.&lt;br /&gt;
*&#039;&#039;&#039;Forbidden Rod:&#039;&#039;&#039; Adds +d6 dice to the channeling pool, but you lode d3 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Earthing Rod:&#039;&#039;&#039; 25 points to re-roll one miscast.&lt;br /&gt;
*&#039;&#039;&#039;Dispel Scroll:&#039;&#039;&#039; Ol&#039; reliable. For 25 points, you get a single item that lets you use 6d6 to dispel a spell.&lt;br /&gt;
*&#039;&#039;&#039;Wand of Jet:&#039;&#039;&#039; 20 points adds +1d6 to a single casting roll, which can contribute to Irresistible Force or miscast.&lt;br /&gt;
*&#039;&#039;&#039;Power Stone:&#039;&#039;&#039; 20 points to add +2d6 to a casting roll.&lt;br /&gt;
*&#039;&#039;&#039;Luckstone:&#039;&#039;&#039; 20 points for a single do-over for a casting or dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Sceptre of Stability:&#039;&#039;&#039; 15 points to add +1d6 to a dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Scroll of Shielding:&#039;&#039;&#039; For 15 points, you can gain Resist Magic 4+ instead of dispelling.&lt;br /&gt;
*&#039;&#039;&#039;Loremaster&#039;s Tome:&#039;&#039;&#039; 15 points lets you add one more spell from the lores a wizard typically has.&lt;br /&gt;
*&#039;&#039;&#039;Wizard&#039;s Staff:&#039;&#039;&#039; 10 points adds an additional die to any casting roll.&lt;br /&gt;
&lt;br /&gt;
====Enchanted Items====&lt;br /&gt;
*&#039;&#039;&#039;Fozzrik&#039;s Folding Fortress:&#039;&#039;&#039; It&#039;s a hefty 100 points to summon a watchtower of your own after deploying your army.&lt;br /&gt;
*&#039;&#039;&#039;Wizarding Hat:&#039;&#039;&#039; You can now make a model a level 2 wizard, but now they have Stupidity. For 75 points, you&#039;d be better off with a legit wizard.&lt;br /&gt;
*&#039;&#039;&#039;Crown of Command:&#039;&#039;&#039; You now have Stubborn for 40 pts.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ring of Ruin:&#039;&#039;&#039; 35 points gives you a bound PL4 fireball&lt;br /&gt;
*&#039;&#039;&#039;Thunder Orb:&#039;&#039;&#039; This is scary. It&#039;s a bound PL4 spell that makes it impossible for any flying units to actually fly and instead have to walk anywhere.&lt;br /&gt;
*&#039;&#039;&#039;Healing Potion:&#039;&#039;&#039; 30 points gives you a single-use recovery of d6 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Carpet:&#039;&#039;&#039; 25 points lets your model fly, but now they can&#039;t join anyone.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Mask of EEE!:&#039;&#039;&#039; 25 points for Terror, but this will fuck over anyone who uses their Leadership to compensate for the lackluster morale of the troops.&lt;br /&gt;
*&#039;&#039;&#039;Potion of Strength:&#039;&#039;&#039; 10 points gives you +d3S for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Toughness:&#039;&#039;&#039; 10 points gives you +d3T for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Speed:&#039;&#039;&#039; 10 points gives you +d3A for one turn&lt;br /&gt;
*&#039;&#039;&#039;The Trickster&#039;s Shard:&#039;&#039;&#039; 15 points to force models in b2b with the holder to re-roll ward saves.&lt;br /&gt;
*&#039;&#039;&#039;Ironcurse Icon:&#039;&#039;&#039; This little 5 point trinket grants a 6++ Ward against war machines for the bearer and their unit.&lt;br /&gt;
&lt;br /&gt;
====Magic Standards (BSBs and Standard Bearers Only)====&lt;br /&gt;
*&#039;&#039;&#039;Battle Banner:&#039;&#039;&#039; A hefty 70 points, but it adds +d6 to battle resolutions.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Might:&#039;&#039;&#039; 55 points lets the unit add +1 to hit on the first turn of combat.&lt;br /&gt;
*&#039;&#039;&#039;Wailing Banner:&#039;&#039;&#039; 50 points to give a unit Terror.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Shielding:&#039;&#039;&#039; 40 units nets a unit a 6++ ward save against missiles.&lt;br /&gt;
*&#039;&#039;&#039;Rampager&#039;s Standard:&#039;&#039;&#039; 35 points to re-roll charge distances.&lt;br /&gt;
*&#039;&#039;&#039;Razor Standard:&#039;&#039;&#039; 30 points adds Armour Piercing 1 to all attacks.&lt;br /&gt;
*&#039;&#039;&#039;Dread Banner:&#039;&#039;&#039; Half the price of the Wailing Banner for only Fear.&lt;br /&gt;
*&#039;&#039;&#039;Ranger&#039;s Standard:&#039;&#039;&#039; 25 points nets you Strider. As in you don&#039;t worry about ANY terrain.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Arcane Warding:&#039;&#039;&#039; 20 points nets a unit Resist Magic 2&lt;br /&gt;
*&#039;&#039;&#039;War Banner:&#039;&#039;&#039; 20 points for +1 Combat Resolution.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Valour:&#039;&#039;&#039; 20 points to never worry about panic ever again.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Swiftness:&#039;&#039;&#039; 20 points to add Swiftstride.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Courage:&#039;&#039;&#039; 15 points lets a unit re-roll break tests.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Discipline:&#039;&#039;&#039; 15 points adds +1 to the unit&#039;s Ld, but it bans it from ever benefiting from the general&#039;s Inspiring Presence.&lt;br /&gt;
*&#039;&#039;&#039;Lichbone Pennant:&#039;&#039;&#039; Half the cost of the Arcane Warding standard for Magic Resist 1.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Eternal Flame:&#039;&#039;&#039; 10 points for flaming attacks.&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Pennant:&#039;&#039;&#039; 5 points lets the unit re-roll one Ld check.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Duty:&#039;&#039;&#039; Re-roll rally checks for 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Scarecrow Banner:&#039;&#039;&#039; For 5 points you can inspire Fear in flying units. How silly.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic...well, what else can be said that wasn&#039;t already said? Each wizard picks up a number of spells equal to their level (Loremasters excepted by knowing all spells) from one single lore. They also add a number of dice equal to their level to your pool for each magic phase, plus 2d6 die for every 2000 points your army&#039;s worth rounded down.&lt;br /&gt;
&lt;br /&gt;
While (nearly) every army possesses their own unique lores, many of them can also pick the following eight lores, each of which gives something vital that the special lore may not cover.&lt;br /&gt;
&lt;br /&gt;
===Lore of Fire===&lt;br /&gt;
&#039;&#039;Lore Attribute: Kindleflame:&#039;&#039; As you&#039;d probably guess, all your attack spells have Flaming Attacks. In addition, if your wizard targets an enemy that was already hurt by a Lore of Fire magic missile or direct damage spell, you add +d3 to the casting total. This is what makes it so spammable, especially if you have cheap wizards. Be wary that this lore does get greedy with the later spells though...&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Fireball:&#039;&#039;&#039; 24&amp;quot; magic missile that deals d6 S4 hits. You can augment it twice, each augments not only adding another 12&amp;quot; to the range but also adding d6 damage.&lt;br /&gt;
#&#039;&#039;&#039;Cascading Firecloak:&#039;&#039;&#039; Gives the wizard and their unit a protective field that deals 2d6 S4 damage to anyone in b2b.&lt;br /&gt;
#&#039;&#039;&#039;Flaming Sword of Rhuin:&#039;&#039;&#039; Already jumping into 8+ CV territory. Gives a unit within 24&amp;quot; a +1 bonus to wound with all weapons as well as flaming attacks. Want an entire rain of arrows to obliterate trolls? Wanna see how hard you can slap that war machine? Throw it on one unit and see the results.&lt;br /&gt;
#&#039;&#039;&#039;The Burning Head:&#039;&#039;&#039; Draw an 18&amp;quot; line in front of your wizard. Every model under that line eats an S4 flaming hit as if from a bouncing cannonball. If you hurt anyone with this bouncing ball of doom, they must roll a Panic test.&lt;br /&gt;
#&#039;&#039;&#039;Piercing Bolts of Burning:&#039;&#039;&#039; A 24&amp;quot; magic missile that deals d3 S4 hits for each rank of 5+ models the unit composes, meaning entire mobs just might disintegrate from this.&lt;br /&gt;
#&#039;&#039;&#039;Fulminating Flame Cage:&#039;&#039;&#039; Deal d6 S4 flaming hits to an enemy within 24&amp;quot;. If the unit ever moves, they eat another S4 flaming hit. This is better for elite units or things you know will charge your soft spots.&lt;br /&gt;
#&#039;&#039;&#039;Flame Storm:&#039;&#039;&#039; Magical artillery blast with scatter. Not the same as actual artillery, mind, it is only S4, but it&#039;s still on fire and you can augment it to make the blast bigger.&lt;br /&gt;
&lt;br /&gt;
===Lore of Metal===&lt;br /&gt;
&#039;&#039;Lore Attribute: Metallic Attraction:&#039;&#039; Add +1 to the casting value if the target wears mostly light or medium armour, add +2 if the target wears mostly heavy or full plate armour. While it has two augment powers, the rest of them are reserved for actually beating up your beefy foes. Unfortunately, this doesn&#039;t have any modifiers for dealing with war machines.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Searing Doom:&#039;&#039;&#039; A magic missile dealing d6 flaming hits that bypass armour. When rolling to wound, you instead roll against their armour save. Awesome against knights and heavy infantry, useless against anything with natural armour (Like nature spirits or Lizardmen).&lt;br /&gt;
#&#039;&#039;&#039;Plague of Rust:&#039;&#039;&#039; One unit within 24&amp;quot; takes a -1 on their armour save. &#039;&#039;For the entire game. And it stacks.&#039;&#039; This shit&#039;s priceless for making a unit eat some heavy damage.&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Blades of Aiban:&#039;&#039;&#039; One allied unit&#039;s weapons all have +1 to hit and gain magical attacks and armour piercing (1). Cast this on the gang you want to pop war machines and chariots.&lt;br /&gt;
#&#039;&#039;&#039;Glittering Robe:&#039;&#039;&#039; Gives one unit within 12&amp;quot; a 5+ natural armour save. Shields now give you a heavy armour save, and that&#039;s always boss. Just be wary against anything punching through the save and get a ward save. Unlike the other spells, this spell can be augmented to give everyone within 12&amp;quot; this benefit.&lt;br /&gt;
#&#039;&#039;&#039;Gehenna&#039;s Golden Hounds:&#039;&#039;&#039; One model within 12&amp;quot; takes d6 S5 hits. This sounds about on tier for a magic missile, except that this still permits saves (though at S5, you&#039;re punching through plenty of that). Not subject to Look Out Sir! anymore, so might be worth taking if you need to snipe wizards or BSBs&lt;br /&gt;
#&#039;&#039;&#039;Transmutation of Lead:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to WS, BS, and armour saves. Not as godmode as Plague of Rust, but it has more uses besides softening a unit up.&lt;br /&gt;
#&#039;&#039;&#039;Final Transmutation:&#039;&#039;&#039; One unit within 18&amp;quot; must roll a d6 for every model inside it; every 5+ kills a model with no save besides Magic Resistance. In addition, anyone within 12&amp;quot; of this unit that&#039;s not an beast or monster need to test for Stupidity. While this one can be used on any unit without worrying about being useless, this has a good degree of not killing enough.&lt;br /&gt;
&lt;br /&gt;
===Lore of Life===&lt;br /&gt;
&#039;&#039;Lore Attrribute: Lifebloom:&#039;&#039; Once a spell is cast, restore a wound on the caster or any unit within 12&amp;quot; of them. Considering how many of your spells are augments, you should really be focusing on going full support.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Earthblood:&#039;&#039;&#039; Grants the caster and their unit a 5+ Regen. Not the easiest thing to pull off, but it grants another save.&lt;br /&gt;
#&#039;&#039;&#039;Awakening of the Wood:&#039;&#039;&#039; Deals d6 S4 hits to a unit within 12&amp;quot;, doubling when the unit&#039;s inside a forest. You&#039;ve got other Lores for damage, you have another spell for better damage.&lt;br /&gt;
#&#039;&#039;&#039;Flesh to Stone:&#039;&#039;&#039; Adds +2 to the Toughness of a unit within 12&amp;quot;. While it won&#039;t let your monsters laugh off cannons, it will let them laugh off anything lesser and it&#039;ll let that foot infantry tank out arrows and mobs.&lt;br /&gt;
#&#039;&#039;&#039;Throne of Vines:&#039;&#039;&#039; Your wizard now has an ongoing benefit to almost every spell (Earthblood gives 4+ Regen. Awakening of Wood is S6, Flesh to Stone adds +4 T, Regrowth heals d6+1 wounds, Shield of Thorns is now S4). It also lets you ignore a miscast when you roll a 2+ on a d6. If you have some backup to cover your heals for a turn or a wizard lord, do use this ASAP.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Thorns:&#039;&#039;&#039; One unit within 24&amp;quot; now deals 2d6 automatic S3 hits to any model in b2b. Stick it on the disposables, see how many more rolls you make.&lt;br /&gt;
#&#039;&#039;&#039;Regrowth:&#039;&#039;&#039; Helas d3+1 wounds worth of models, though it won&#039;t recover standards. While alright on its own, you really want this once you used Throne of Vines.&lt;br /&gt;
#&#039;&#039;&#039;The Dwellers from Below:&#039;&#039;&#039; Your other Direct Damage spell. This one makes enemies test Strength or die, the bane of hordes and swarms. Magic Resistance is their only way out.&lt;br /&gt;
&lt;br /&gt;
===Lore of Beasts===&lt;br /&gt;
&#039;&#039;&#039;Lore Attribute: Wildheart:&#039;&#039;&#039; Reduce the CV of a spell when casting it on of war beasts, cavalry, monstrous beasts, monstrous cavalry, chariots, monsters, swarms, or Beastmen in general. Needless to say, if you either don&#039;t have an army with a good number of these units (or aren&#039;t Beastmen) or aren&#039;t facing any of these, don&#039;t feel compelled to bring a Wizard Lord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyssan&#039;s Wildform:&#039;&#039;&#039; Add +1 to a unit&#039;s Strength and Toughness. Short-ranged and rather tough to cast, but it&#039;s very worth it.&lt;br /&gt;
#&#039;&#039;&#039;The Flock of Doom:&#039;&#039;&#039; Magic missile deals 2d6 S2 hits to one unit. Unimpressive.&lt;br /&gt;
#&#039;&#039;&#039;Pann&#039;s Impenetrable Pelt:&#039;&#039;&#039; Adds +3 to the Toughness of the wizard or any character within 12&amp;quot;, ideal for challenges. &lt;br /&gt;
#&#039;&#039;&#039;The Amber Spear:&#039;&#039;&#039; Gives you a legit S6 bolt thrower with d3 wounds that bypasses armour. That&#039;s metal. Augmenting it makes it even better at S10 with d6 wounds.&lt;br /&gt;
#&#039;&#039;&#039;The Curse of Anraheir:&#039;&#039;&#039; Curses a unit with -1 to hit anything and forcing them to treat all setpieces as dangerous terrain that kills on a 1 or 2.&lt;br /&gt;
#&#039;&#039;&#039;The Savage Beast of Horros:&#039;&#039;&#039; Gives a friendly character within 12&amp;quot; +3 to Strength and Attacks, which can turn your cavalry line or monsters into murder machines.&lt;br /&gt;
#&#039;&#039;&#039;Transformation of Kadon:&#039;&#039;&#039; Turns your footslogging wizard into a flying monstrosity. And it can still hide in your mob. It&#039;s pretty cool, but it&#039;s hampered by all your wizard&#039;s gear suddenly no longer working, meaning that you&#039;ll &#039;&#039;need&#039;&#039; to cast something else on them if they ever hope to survive a fight, presumably before they transform or by another wizard.&lt;br /&gt;
&lt;br /&gt;
===Lore of Heavens===&lt;br /&gt;
&#039;&#039;Attribute: Roiling Skies:&#039;&#039; Any spell you cast on a flying unit takes d6 S4 hits after all the other effects. Note that this doesn&#039;t say anything about what spells it is, so you can use anything to wreck an army of eagles or pegasi.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Iceshard Blizzard:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to hit with anything and to Leadership. This is a pretty decent protection, as it can also foil any indirect fire weapons and count as Ice Attacks, so Initiative&#039;s hit too. Reminder that Ice Attacks give ASL, meaning if you hit someone with this, then charge them with something with higher Initiative, they have -1 AND have to reroll successful hits. A WS10 model will have a 25% chance of hitting a WS1 model, assuming no rerolls, if you do this.&lt;br /&gt;
#&#039;&#039;&#039;Harmonic Convergence:&#039;&#039;&#039; Lets a unit re-roll 1s on hits, wounds, and saves. Absolutely worth taking. &lt;br /&gt;
#&#039;&#039;&#039;Wind Blast:&#039;&#039;&#039; Shoves a unit back d3+1&amp;quot; (Doubled to d6+2&amp;quot; on augment). Pretty useful for shoving back a dangerous foe, and it can damage immobile war machines.&lt;br /&gt;
#&#039;&#039;&#039;Curse of the Midnight Winds:&#039;&#039;&#039; The opposite of Harmonic Convergence, an enemy unit  must now re-roll all 6s on hits, wounds, and saves. Fun against Saurus, who get extra attacks on 6s to hit, but still great against anything.&lt;br /&gt;
#&#039;&#039;&#039;Urannon&#039;s Thunderbolt:&#039;&#039;&#039; A d6 S6 magic missile with Lightning Attacks, so say FUCK YOU to knights!&lt;br /&gt;
#&#039;&#039;&#039;Casandora&#039;s Comet:&#039;&#039;&#039; A magic blast that doesn&#039;t scatter, but instead has a chance to land each turn, adding more hits and strength to the eventual blast. Don&#039;t be relying on it for actual damage, there&#039;s Fire for that.&lt;br /&gt;
#&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; Urannon&#039;s Thunderbolt +1. After the initial hit, it has a chance to branch off and hit another unit, and then another, and... Look, just fire this into a horde of Chaos Warriors. You&#039;ll never regret it.&lt;br /&gt;
&lt;br /&gt;
===Lore of Light===&lt;br /&gt;
&#039;&#039;Lore Attribute: Exorcism:&#039;&#039; When casting a direct damage or magic missile spell against any units with the Daemonic, Vampiric, or Undead rules, the spell gains another d6 hits. Pretty choice when trying to wipe out a horde of the blighters or shutting up a Lord or Monster.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Shem&#039;s Burning Gaze:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits. &lt;br /&gt;
#&#039;&#039;&#039;Pha&#039;s Protection:&#039;&#039;&#039; One unit is now harder to hit, like an inverse Iceshard Blizzard. This is good, and the augment is better for a big line.&lt;br /&gt;
#&#039;&#039;&#039;The Speed of Light:&#039;&#039;&#039; You want this. You want to make a unit WS 10 and Initiative 10. TAKE IT.&lt;br /&gt;
#&#039;&#039;&#039;Light of Battle:&#039;&#039;&#039; One unit within 12&amp;quot; can immediately rally and auto-pass all Leadership checks this turn. Unless you seriously want that unit to throw itself to death, there&#039;s better.&lt;br /&gt;
#&#039;&#039;&#039;Net of Amyntok:&#039;&#039;&#039; Your only hex, and it hurts harder than Fulminating Flame Cage. The enemy unit must test Ld to move, shoot, or cast, with failure inflicting d6 S4 hits. So not only will you lock up those Hellstriders or Skeleton Archers, you can also fuck them up.&lt;br /&gt;
#&#039;&#039;&#039;Banishment:&#039;&#039;&#039; Deals 2d6 hits of a strength equal to 4+how many other Light wizards are around the caster. This is your immediate slaying spell.&lt;br /&gt;
#&#039;&#039;&#039;Briona&#039;s Timewarp:&#039;&#039;&#039; Ups a unit to Initiative 10, doubles its movement, and adds +1 to Attacks, all of which is yes. Stack with Speed of Light and make your team the ultimate weapon.&lt;br /&gt;
&lt;br /&gt;
===Lore of Shadow===&lt;br /&gt;
&#039;&#039;Lore Attribute: Smoke &amp;amp; Mirrors:&#039;&#039; After casting a spell, your wizard can swap places with another character within 18&amp;quot; of the same unit type (meaning a foot wizard can only join other infantry units, horseback wizards can only join cavalry, etc.). Good at shuffling around characters to were they want to be. &lt;br /&gt;
:*&#039;&#039;&#039;Melkoth&#039;s Mystifying Miasma:&#039;&#039;&#039; A long-range and easy to cast hex, this robs a unit of d3 WS, BS, Movement, or Initiative. The Augment, which is pretty good to cast, has this rob all of them.&lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; One character within 12&amp;quot; flies as if they were in the Remaining Moves sub-phase. Pretty much needed to keep up with cavalry or if you need to throw a hero at a target.&lt;br /&gt;
#&#039;&#039;&#039;The Enfeebling Foe:&#039;&#039;&#039; The enemy unit loses d3 from Strength. Need to remove Greatweapons or Spears from the equation? Need to survive a monster? Throw it on &#039;em.&lt;br /&gt;
#&#039;&#039;&#039;The Withering:&#039;&#039;&#039; The enemy unit loses d3 Toughness. Take the chance and gank the fucker.&lt;br /&gt;
#&#039;&#039;&#039;The Penumbral Pendulum:&#039;&#039;&#039; Draw a 6d6&amp;quot; line in front of the caster. Every model under it must test Initiative or eat a cannonball-tier blast. While this sounds epic and it can totally wreck monsters and war machines, it suffers in terms of precision.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; See that blast template that just scattered? Everyone under it must now test Initiative or DIE. This is on tier with the Purple Sun as ruiners of everyone&#039;s shit.&lt;br /&gt;
#&#039;&#039;&#039;Okkam&#039;s Mindrazor:&#039;&#039;&#039; Okay, this is some high-class business here. This makes a unit use their Leadership when rolling to wound and when figuring out how much armour saves are impacted. If you have a well-disciplined unit of men with good Leadership or within the general&#039;s Inspiring Presence, then you have a unit that can insta-kill anything they touch.&lt;br /&gt;
&lt;br /&gt;
===Lore of Death===&lt;br /&gt;
&#039;&#039;Lore Attribute: Life Leeching:&#039;&#039; Every time a spell kills a model, roll a d6. Every 6 pulls in a die for the power pool. This makes them very useful as an opening act for another spell, be it from this or another wizard.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Spirit Leech:&#039;&#039;&#039; The wizard and one model must roll d6+Leadership. If the wizard wins, the target takes a number of armour-negating wounds equal to how much the test was failed by.&lt;br /&gt;
#&#039;&#039;&#039;Aspect of the Dreadknight:&#039;&#039;&#039; One unit gains Fear/Terror. Depending on the situation, this might help tip the scales on a fight, especially when combo&#039;d with Doom and Darkness.&lt;br /&gt;
#&#039;&#039;&#039;The Caress of Laniph:&#039;&#039;&#039; One enemy model takes a number of hits equal to 2d6 minus their Strength. These hits all wound on a 4+ and go through armour, making it better for lone models and single champions than against big monsters.&lt;br /&gt;
#&#039;&#039;&#039;Soulblight:&#039;&#039;&#039; An enemy unit takes -1 to Strength and Toughness. While this is pretty good, the augment spreads it to everyone within 24&amp;quot; rather than just one within 24&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Doom and Darkness:&#039;&#039;&#039; One enemy unit within 24&amp;quot; takes -3 to Leadership. Unless you&#039;re taking a unit outside of Inspiring Presence and you have something with Fear or Terror.&lt;br /&gt;
#&#039;&#039;&#039;The Fate of Bjuna:&#039;&#039;&#039; The other Caress of Laniph. Those hits are subtracted by Toughness, but these hits are now wounding by 2+. This is what you want against monsters.&lt;br /&gt;
#&#039;&#039;&#039;The Purple Sun of Xereus:&#039;&#039;&#039; Awwww yeah. This magical vortex forces anyone it passes over to test Initiative or die. Run against any MI or monster-heavy army and watch those tears. And then drink them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547634</id>
		<title>Warhammer Army Project/9th edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547634"/>
		<updated>2019-05-04T11:37:32Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650: /* Lore of Heavens */&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Warhammer Army Project, 9th Edition Tactica ==&lt;br /&gt;
&lt;br /&gt;
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing. &lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;t expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.&lt;br /&gt;
&lt;br /&gt;
this page is devoted to the changes between 8th edition and 9th edition.&lt;br /&gt;
&lt;br /&gt;
===Notable differences between Editions===&lt;br /&gt;
*&#039;&#039;&#039;Always Strikes Last&#039;&#039;&#039; now hurts even harder: If the model&#039;s initiative is still below that of its opponent before counting ASL, you must re-roll any successful hits that model makes.&lt;br /&gt;
*&#039;&#039;&#039;Poisoned Attacks&#039;&#039;&#039; has been rewritten so that it adds +1 to Wound rather than auto-wounding on a 6 to hit, making them more reliable.&lt;br /&gt;
*Failing &#039;&#039;&#039;Stupidity&#039;&#039;&#039; gives one fringe benefit to the victim: Immunity to Psychology. Granted, this is all stuck with the other restrictions, but it makes sure that a squad suffering from it won&#039;t break just from getting shot up in the middle of their sudden movement.&lt;br /&gt;
*&#039;&#039;&#039;Swiftstride&#039;&#039;&#039; was rewritten so that it only adds 2d6&amp;quot; movement when a unit with a movement value of 6 or lower charges, while units with higher movement get the classic 3d6 drop the lowest.&lt;br /&gt;
*&#039;&#039;&#039;Thunderstomp&#039;&#039;&#039; and vanilla &#039;&#039;&#039;Stomp&#039;&#039;&#039; have been effectively merged into one rule, dealing d6 hits on anyone in b2b, though it&#039;s lowered to d3 against lone infantry and skirmishers.&lt;br /&gt;
*Armour, in general, has been rewritten in a way that it can add to an existing save, such as &#039;&#039;&#039;Natural Armour&#039;&#039;&#039; or allowing a unit wearing only a shield and no armor in an appreciable way (read, more than just a +1 to an existing save for wearing heavier plate).&lt;br /&gt;
*Spells can actually be duplicated...once you&#039;ve exhausted every available spell for your army. This is especially useful for Orcs &amp;amp; Goblins and Skaven, who are legendarily starved for spells.&lt;br /&gt;
**Those models who can select spells, like as if they are bound spells or from some unique wizard rule, cannot select Signature Spells.&lt;br /&gt;
*Irresistible force has been removed entirely. In its place, any natural 6s you roll when casting/dispelling instead just grants you an additional die to your pool.&lt;br /&gt;
&lt;br /&gt;
====New Rules====&lt;br /&gt;
*&#039;&#039;Animated Construct:&#039;&#039; Now available to other models besides Tomb Kings. They remain Unbreakable and Immune to Poisoned Attacks. They also automatically pass checks for Redirecting Charges, Reforming, and Restraining from pursuit, but they can never march and can never use Stand &amp;amp; Shoot against a charge. They&#039;re also immune to Frenzy and Hatred, unfortunately.&lt;br /&gt;
*&#039;&#039;Aquatic:&#039;&#039; Replaces Sea Creature. These models treat water terrain as open ground and thus can march through, hold steadfast, and claim rank bonus while in water. Though they might take danger from specific terrain, they won&#039;t worry about the terrain in general. In addition, anyone shooting a unit mostly in water take -1 to hit.&lt;br /&gt;
*&#039;&#039;Armour Piercing (X):&#039;&#039; Technically always existed, but now there are things that can deal more than a -1 save penalty.&lt;br /&gt;
*&#039;&#039;Ice Attacks:&#039;&#039; Anyone attacked by a unit with this rule takes -1S and ASL. Also, immune to Ice.&lt;br /&gt;
*&#039;&#039;Ignores Armour Saves:&#039;&#039; Flat-out ignores armor. It&#039;s existed before, but now it&#039;s a legit USR&lt;br /&gt;
*&#039;&#039;Lightning Attacks:&#039;&#039; Models with this rule gain +1 to-hit and Ignores Armour against models wearing medium armour or heavier.&lt;br /&gt;
*&#039;&#039;Natural Armour:&#039;&#039; Replaces Scaly Skin. Gives a basic armour save that can stack with regular armour.&lt;br /&gt;
*&#039;&#039;Mixed Unit:&#039;&#039; Reserved for units where one sort of model is handling another sort of model (Like hounds and handlers). While Leadership is taken using the highest value in the unit, any other attacks or tests are resolved on the base model&#039;s stats. Once the Unit Strength hits below 5, there&#039;s now a risk for the handlers to get hurt - when they do take damage, all units have to take one wound before being allowed to hit another (so as to mitigate musical wound nonsense).&lt;br /&gt;
*&#039;&#039;Strength Bonus (X):&#039;&#039; Adds a bonus to the unit&#039;s Strength on the first round of any close combat.&lt;br /&gt;
*&#039;&#039;Sentient:&#039;&#039; Allows a model to benefit from Inspiring Presence or Hold Your Ground even when the model type normally wouldn&#039;t.&lt;br /&gt;
*&#039;&#039;Towering:&#039;&#039; Large Target renamed. This model is too huge to benefit from cover so long as the cover obscures less than half the model.&lt;br /&gt;
&lt;br /&gt;
====Model Types====&lt;br /&gt;
*Infantry have a unit strength of 1&lt;br /&gt;
*Monstrous Infantry have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Cavalry have Impact Hits (1) on top of Swiftstride and a unit strength of 2&lt;br /&gt;
*Monstrous Cavalry have Fear, Impact Hits (1), and Swiftstride as well as a unit strength of 4&lt;br /&gt;
*Swarms have Expendable, Skirmishers, and Unstable and have a unit strength of 3&lt;br /&gt;
*War Beasts have Swiftstride and Expendable as well as a unit strength of 1&lt;br /&gt;
*Monstrous Beasts have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Monsters have Stomp, Swiftstride, Terror, and Towering as well as a unit strength equal to their wound count&lt;br /&gt;
*Chariots have Impact Hits (d6) and Swiftstride as well as a unit strength equal to their wound count&lt;br /&gt;
**Equipping Scythes to a Chariot changes Impact Hits to d6+1.&lt;br /&gt;
*War Machines have a unit strength equal to their wound count&lt;br /&gt;
*Shrines (like the War Altar and Hurricanum) a unit strength equal to their wound count&lt;br /&gt;
&lt;br /&gt;
===Generic Armory===&lt;br /&gt;
Across the various armies of the Old World, there are things that are pretty much constantly in use no matter who uses them. Swords, axes, shields, these are the things that no army would be without. It should be noted that you can if your unit have multiple weapons that you can only use one for the entire combat, usually a weapon that isn&#039;t a hand weapon unless dual-wielding hand weapons or using a shield. You can&#039;t change this weapon unless you have rules permitting otherwise.&lt;br /&gt;
====Melee====&lt;br /&gt;
*&#039;&#039;&#039;Hand Weapon:&#039;&#039;&#039; Generic CCW.&lt;br /&gt;
**&#039;&#039;&#039;Multiple Hand Weapons:&#039;&#039;&#039; Grants a 6+ parry save and a bonus attack, but counts as a two-hander.&lt;br /&gt;
*&#039;&#039;&#039;Polearm/Halberd:&#039;&#039;&#039; +1S Two-hander weapon. Use them to dent armor.&lt;br /&gt;
*&#039;&#039;&#039;Greatweapon:&#039;&#039;&#039; +1S two-hander with an additional +1 at the first round of combat, but your model suffer -2I for the big swinger.&lt;br /&gt;
*&#039;&#039;&#039;Flail:&#039;&#039;&#039; Two-hander with SB(2) on the first round. Much stronger on the charge, less so after.&lt;br /&gt;
*&#039;&#039;&#039;Spear:&#039;&#039;&#039; Adds an extra rank to attack whenever the model doesn&#039;t charge. When non-infantry models charge the front, the model gets +1 to S and I. Cavalry with spears get +1 to S and I when they charge.&lt;br /&gt;
**&#039;&#039;&#039;Pike:&#039;&#039;&#039; The next step for spears. +3 ranks, +3 I on a turn they are charged from the front by non-infantry models.&lt;br /&gt;
*&#039;&#039;&#039;Lance:&#039;&#039;&#039; Cavalry gets +2 to S and I on the charge.&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
*&#039;&#039;&#039;Shortbow:&#039;&#039;&#039; 18&amp;quot; S3 missile with volley fire and can use Multiple Shots (2) when not moving or using stand and shoot.&lt;br /&gt;
**&#039;&#039;&#039;Bow:&#039;&#039;&#039; Now with a range of 24&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Longbow:&#039;&#039;&#039; 30&amp;quot; range now.&lt;br /&gt;
*&#039;&#039;&#039;Crossbow:&#039;&#039;&#039; 30&amp;quot; S4 shots, but you have Move or Fire. Decent for basic armor piercing.&lt;br /&gt;
**&#039;&#039;&#039;Crossbow Pistol:&#039;&#039;&#039; The range is shortened to 15&amp;quot;, but it&#039;s now Quick to Fire.&lt;br /&gt;
*&#039;&#039;&#039;Handgun:&#039;&#039;&#039; Your basic matchlock. 24&amp;quot; S4 shots with Piercing 1, but it&#039;s Move or Fire.&lt;br /&gt;
**&#039;&#039;&#039;Pistol:&#039;&#039;&#039; A Handgun with half the range but gets Quick to Fire. Using both hands adds +1 attack.&lt;br /&gt;
***&#039;&#039;&#039;Brace of Pistols:&#039;&#039;&#039; Two Handguns gives you Multishot (2), same as using both hands.&lt;br /&gt;
*&#039;&#039;&#039;Javelin:&#039;&#039;&#039; 12&amp;quot; at S:U, but they have Quick to Fire, Piercing 1, and volley. &lt;br /&gt;
*&#039;&#039;&#039;Thrown Weapon:&#039;&#039;&#039; Smaller thrown weapons like daggers or shurikens. Only has a range of 8&amp;quot;, but it has multishot (2) and Quick to Fire.&lt;br /&gt;
**&#039;&#039;&#039;Throwing Axes:&#039;&#039;&#039; Now with a very short 6&amp;quot;, but it has S+1 in exchange for multishot.&lt;br /&gt;
*&#039;&#039;&#039;Sling:&#039;&#039;&#039; Take a shortbow, and replace the volley fire with Piercing 1.&lt;br /&gt;
&lt;br /&gt;
=====War Machines=====&lt;br /&gt;
*&#039;&#039;&#039;Bolt Thrower:&#039;&#039;&#039; 48&amp;quot; S6 shots dealing d3 wounds and Pierce 1 for additional pain. It it kills the first target, it hits the one behind at S5, then the one behind at S4 and so on until someone fails to die.&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; 48&amp;quot; S10 shot that deals d6 wounds on whoever it directly lands on (assuming no mishaps). Then you roll the artillery dice again to see how far it rolls on after landing, hitting anyone else for d3 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Great Cannon:&#039;&#039;&#039; A bigger cannon with 60&amp;quot; and always dealing d6 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Grapeshot:&#039;&#039;&#039; You can load up a cannon with random scraps, making 12&amp;quot; S5 and Piercing 1 and a number of shots equal to the artillery dice. Pretty much makes it a close-range murder machine.&lt;br /&gt;
*&#039;&#039;&#039;Stone Thrower:&#039;&#039;&#039; 12-60&amp;quot; catapult that throws d6 wound attack as a small pieplate. It deals S9 damage on whoever&#039;s directly in the middle of the template, S3 to anyone near enough.&lt;br /&gt;
*&#039;&#039;&#039;Fire Thrower:&#039;&#039;&#039; A flamer with S5 flaming attacks and ignores cover.&lt;br /&gt;
&lt;br /&gt;
====Armour====&lt;br /&gt;
*&#039;&#039;&#039;Light Armour:&#039;&#039;&#039; Gives a 6+ save or adds +1 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Medium Armour:&#039;&#039;&#039; Gives a 5+ save or adds +2 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Armour:&#039;&#039;&#039; Gives a 4+ save or adds +3 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Full Plate Armour:&#039;&#039;&#039; Gives a 3+ save or adds +4 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Shield:&#039;&#039;&#039; Adds the same as Light Armour, but it also adds +1 to saves against missiles fired at the model&#039;s front and a 6++ parry save if used with a hand weapon.&lt;br /&gt;
**&#039;&#039;&#039;Buckler:&#039;&#039;&#039; A shield that&#039;s now useless for protecting against missiles, but now offers a 5++ parry.&lt;br /&gt;
*&#039;&#039;&#039;Barding:&#039;&#039;&#039; Light armor for steeds, with the exchange that it takes -1 from their movement. Charging or Pursuing takes an additional -1.&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
While all armies have their own unique armouries to pick from, this allows them to pick a generic item that covers all situations.&lt;br /&gt;
&lt;br /&gt;
====Magical Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Dragon Blade:&#039;&#039;&#039; 60 points for doubling successful hits.&lt;br /&gt;
*&#039;&#039;&#039;Giant Blade:&#039;&#039;&#039; 45 points adds +3S to a weapon without any penalty. Kickass.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Bloodshed:&#039;&#039;&#039; 45 points for a weapon that grants +3 attacks. This makes you a whirlwind of attacks.&lt;br /&gt;
*&#039;&#039;&#039;Ogre Blade:&#039;&#039;&#039; The lesser cousin of the Giant Blade, this adds only +2 S, but it&#039;s 15 points cheaper.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Strife:&#039;&#039;&#039; Budget Sword of Bloodshed, +2 attacks for 30.&lt;br /&gt;
*&#039;&#039;&#039;Bone Blade:&#039;&#039;&#039; Get Multiwound (d3) for 30 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Anti-Heroes:&#039;&#039;&#039; 30 points gives the user +1 to S/A for all opposing characters in b2b with them. A minor benefit for a champion-killer.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Sea Gold:&#039;&#039;&#039; Grants Piercing 3 for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Swift Slaying:&#039;&#039;&#039; ASF for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Fencer&#039;s Blades:&#039;&#039;&#039; Want to have WS10 for some ungodly reason? You can get two hand weapons to grant it for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Fortitude:&#039;&#039;&#039; In the event that you want Immunity to Psychology, you can spend 20 points for this.&lt;br /&gt;
*&#039;&#039;&#039;Relic Sword:&#039;&#039;&#039; For 20 points, your weapon now always wounds on a 3+ or lower, compensating for low strength or freakish toughness.&lt;br /&gt;
*&#039;&#039;&#039;Parrying Blade:&#039;&#039;&#039; You can get a 5++ parry for 20 points if you lack a shield.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Striking:&#039;&#039;&#039; 15 points adds +1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Might:&#039;&#039;&#039; 15 points for +1S.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Battle:&#039;&#039;&#039;+1A for 15.&lt;br /&gt;
*&#039;&#039;&#039;Berserker Sword:&#039;&#039;&#039; 15 points induces a permanent Frenzy.&lt;br /&gt;
*&#039;&#039;&#039;Shrieking Blade:&#039;&#039;&#039; 15 points allows you to add Fear onto a character without it.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Slicing:&#039;&#039;&#039; 15 points for Piercing 2.&lt;br /&gt;
*&#039;&#039;&#039;Venom Sword:&#039;&#039;&#039; As the name suggests, this gives Poisoned Attacks for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Biting Blade:&#039;&#039;&#039; Baby&#039;s first Sea Gold Blade, this only gives Piercing 1 for only 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Tormentor Sword:&#039;&#039;&#039; 5 points and you can now spread Stupidity to anyone you hit.&lt;br /&gt;
*&#039;&#039;&#039;Warrior Bane:&#039;&#039;&#039; 5 points lets anyone wounded by this blade lose an attack for each wound lost.&lt;br /&gt;
&lt;br /&gt;
====Magic Armour====&lt;br /&gt;
*&#039;&#039;&#039;Armour of Destiny:&#039;&#039;&#039; Heavy plate that grants a 4++ Ward for 50 points.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Fortune:&#039;&#039;&#039; 35 points for medium armor that has a 5++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Trickster&#039;s Helm:&#039;&#039;&#039; 35 points gives a 6+ save that forces successful wound rolls to be re-rolled.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Resilience:&#039;&#039;&#039; 30 points for +1 T&lt;br /&gt;
*&#039;&#039;&#039;Armour of Silvered Steel:&#039;&#039;&#039; You now have a permanent 2+ heavy armour save for 25 points, but it can&#039;t have shields improve it.&lt;br /&gt;
*&#039;&#039;&#039;Glittering Scales:&#039;&#039;&#039; This light armour forces anyone in close combat with the wearer to take -1 to hit rolls. All for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Ptolos:&#039;&#039;&#039; 20 points for a 1+ save.&lt;br /&gt;
*&#039;&#039;&#039;Gambler&#039;s Armour:&#039;&#039;&#039; Shave 15 points off the Armour of Fortune and reduce the Ward to a 6++.&lt;br /&gt;
*&#039;&#039;&#039;Spellshield:&#039;&#039;&#039; 15 points gives a shield with Resist Magic 6+.&lt;br /&gt;
*&#039;&#039;&#039;Dragonhelm:&#039;&#039;&#039; 10 points for a helmet with a 6+ save and Immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Enchanted Shield:&#039;&#039;&#039; Double the bonus a shield gives to Armour saves for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Charmed Shield:&#039;&#039;&#039; 5 points for a shield that can negate only one hit on a 2+.&lt;br /&gt;
&lt;br /&gt;
====Talismans====&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Preservation:&#039;&#039;&#039; 45 points for a 4++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Lodestone:&#039;&#039;&#039; 30 points to Resist Magic on 4+&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Endurance:&#039;&#039;&#039; 30 points grants a 4++ save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Amulet:&#039;&#039;&#039; 10 points off the Lodestone to Resist on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Dawnstone:&#039;&#039;&#039; 25 points lets you re-roll Armour saves.&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Protection:&#039;&#039;&#039; Half the price of the Endurance amulet and get a 6++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Opal Amulet:&#039;&#039;&#039; For 15 points, you get a one-time 4++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Trinket:&#039;&#039;&#039; 10 points nets you a 6+ Resist Magic.&lt;br /&gt;
*&#039;&#039;&#039;Seed of Rebirth:&#039;&#039;&#039; You get a 6+ Regen for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Dragonbane Gem:&#039;&#039;&#039; 5 points for immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Lucky Trinket:&#039;&#039;&#039; For 5 points you get to re-roll one save.&lt;br /&gt;
&lt;br /&gt;
====Arcane Items (Wizards Only)====&lt;br /&gt;
*&#039;&#039;&#039;Book of Ashur:&#039;&#039;&#039; For 60 points you get to add +1 to all casting and dispel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Feedback Scroll:&#039;&#039;&#039; For 35 points, instead of dispelling, you instead get to roll a number of die equal to the number of die the caster used and instantly wound the caster on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Destroy Magic Scroll:&#039;&#039;&#039; 35 points gives you not only an instant dispelling of a spell (unless the spell had Irresistible Force), but it also gives you the chance to erase the spell you just dispelled from the opponent&#039;s list on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Power Scroll:&#039;&#039;&#039; 35 points to let all doubles count as Irresistible Force and miscasts.&lt;br /&gt;
*&#039;&#039;&#039;Channeling Staff:&#039;&#039;&#039; For 30 points you add +1 to channel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Rod of Power:&#039;&#039;&#039; You can save up to three channeling/dispel die during each magic phase. At the start of any magic phase, you roll a die and if it&#039;s more than the number of die in the rod, you add them to the pool - otherwise they go poof.&lt;br /&gt;
*&#039;&#039;&#039;Forbidden Rod:&#039;&#039;&#039; Adds +d6 dice to the channeling pool, but you lode d3 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Earthing Rod:&#039;&#039;&#039; 25 points to re-roll one miscast.&lt;br /&gt;
*&#039;&#039;&#039;Dispel Scroll:&#039;&#039;&#039; Ol&#039; reliable. For 25 points, you get a single item that lets you use 6d6 to dispel a spell.&lt;br /&gt;
*&#039;&#039;&#039;Wand of Jet:&#039;&#039;&#039; 20 points adds +1d6 to a single casting roll, which can contribute to Irresistible Force or miscast.&lt;br /&gt;
*&#039;&#039;&#039;Power Stone:&#039;&#039;&#039; 20 points to add +2d6 to a casting roll.&lt;br /&gt;
*&#039;&#039;&#039;Luckstone:&#039;&#039;&#039; 20 points for a single do-over for a casting or dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Sceptre of Stability:&#039;&#039;&#039; 15 points to add +1d6 to a dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Scroll of Shielding:&#039;&#039;&#039; For 15 points, you can gain Resist Magic 4+ instead of dispelling.&lt;br /&gt;
*&#039;&#039;&#039;Loremaster&#039;s Tome:&#039;&#039;&#039; 15 points lets you add one more spell from the lores a wizard typically has.&lt;br /&gt;
*&#039;&#039;&#039;Wizard&#039;s Staff:&#039;&#039;&#039; 10 points adds an additional die to any casting roll.&lt;br /&gt;
&lt;br /&gt;
====Enchanted Items====&lt;br /&gt;
*&#039;&#039;&#039;Fozzrik&#039;s Folding Fortress:&#039;&#039;&#039; It&#039;s a hefty 100 points to summon a watchtower of your own after deploying your army.&lt;br /&gt;
*&#039;&#039;&#039;Wizarding Hat:&#039;&#039;&#039; You can now make a model a level 2 wizard, but now they have Stupidity. For 75 points, you&#039;d be better off with a legit wizard.&lt;br /&gt;
*&#039;&#039;&#039;Crown of Command:&#039;&#039;&#039; You now have Stubborn for 40 pts.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ring of Ruin:&#039;&#039;&#039; 35 points gives you a bound PL4 fireball&lt;br /&gt;
*&#039;&#039;&#039;Thunder Orb:&#039;&#039;&#039; This is scary. It&#039;s a bound PL4 spell that makes it impossible for any flying units to actually fly and instead have to walk anywhere.&lt;br /&gt;
*&#039;&#039;&#039;Healing Potion:&#039;&#039;&#039; 30 points gives you a single-use recovery of d6 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Carpet:&#039;&#039;&#039; 25 points lets your model fly, but now they can&#039;t join anyone.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Mask of EEE!:&#039;&#039;&#039; 25 points for Terror, but this will fuck over anyone who uses their Leadership to compensate for the lackluster morale of the troops.&lt;br /&gt;
*&#039;&#039;&#039;Potion of Strength:&#039;&#039;&#039; 10 points gives you +d3S for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Toughness:&#039;&#039;&#039; 10 points gives you +d3T for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Speed:&#039;&#039;&#039; 10 points gives you +d3A for one turn&lt;br /&gt;
*&#039;&#039;&#039;The Trickster&#039;s Shard:&#039;&#039;&#039; 15 points to force models in b2b with the holder to re-roll ward saves.&lt;br /&gt;
*&#039;&#039;&#039;Ironcurse Icon:&#039;&#039;&#039; This little 5 point trinket grants a 6++ Ward against war machines for the bearer and their unit.&lt;br /&gt;
&lt;br /&gt;
====Magic Standards (BSBs and Standard Bearers Only)====&lt;br /&gt;
*&#039;&#039;&#039;Battle Banner:&#039;&#039;&#039; A hefty 70 points, but it adds +d6 to battle resolutions.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Might:&#039;&#039;&#039; 55 points lets the unit add +1 to hit on the first turn of combat.&lt;br /&gt;
*&#039;&#039;&#039;Wailing Banner:&#039;&#039;&#039; 50 points to give a unit Terror.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Shielding:&#039;&#039;&#039; 40 units nets a unit a 6++ ward save against missiles.&lt;br /&gt;
*&#039;&#039;&#039;Rampager&#039;s Standard:&#039;&#039;&#039; 35 points to re-roll charge distances.&lt;br /&gt;
*&#039;&#039;&#039;Razor Standard:&#039;&#039;&#039; 30 points adds Armour Piercing 1 to all attacks.&lt;br /&gt;
*&#039;&#039;&#039;Dread Banner:&#039;&#039;&#039; Half the price of the Wailing Banner for only Fear.&lt;br /&gt;
*&#039;&#039;&#039;Ranger&#039;s Standard:&#039;&#039;&#039; 25 points nets you Strider. As in you don&#039;t worry about ANY terrain.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Arcane Warding:&#039;&#039;&#039; 20 points nets a unit Resist Magic 2&lt;br /&gt;
*&#039;&#039;&#039;War Banner:&#039;&#039;&#039; 20 points for +1 Combat Resolution.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Valour:&#039;&#039;&#039; 20 points to never worry about panic ever again.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Swiftness:&#039;&#039;&#039; 20 points to add Swiftstride.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Courage:&#039;&#039;&#039; 15 points lets a unit re-roll break tests.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Discipline:&#039;&#039;&#039; 15 points adds +1 to the unit&#039;s Ld, but it bans it from ever benefiting from the general&#039;s Inspiring Presence.&lt;br /&gt;
*&#039;&#039;&#039;Lichbone Pennant:&#039;&#039;&#039; Half the cost of the Arcane Warding standard for Magic Resist 1.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Eternal Flame:&#039;&#039;&#039; 10 points for flaming attacks.&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Pennant:&#039;&#039;&#039; 5 points lets the unit re-roll one Ld check.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Duty:&#039;&#039;&#039; Re-roll rally checks for 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Scarecrow Banner:&#039;&#039;&#039; For 5 points you can inspire Fear in flying units. How silly.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic...well, what else can be said that wasn&#039;t already said? Each wizard picks up a number of spells equal to their level (Loremasters excepted by knowing all spells) from one single lore. They also add a number of dice equal to their level to your pool for each magic phase, plus 2d6 die for every 2000 points your army&#039;s worth rounded down.&lt;br /&gt;
&lt;br /&gt;
While (nearly) every army possesses their own unique lores, many of them can also pick the following eight lores, each of which gives something vital that the special lore may not cover.&lt;br /&gt;
&lt;br /&gt;
===Lore of Fire===&lt;br /&gt;
&#039;&#039;Lore Attribute: Kindleflame:&#039;&#039; As you&#039;d probably guess, all your attack spells have Flaming Attacks. In addition, if your wizard targets an enemy that was already hurt by a Lore of Fire magic missile or direct damage spell, you add +d3 to the casting total. This is what makes it so spammable, especially if you have cheap wizards. Be wary that this lore does get greedy with the later spells though...&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Fireball:&#039;&#039;&#039; 24&amp;quot; magic missile that deals d6 S4 hits. You can augment it twice, each augments not only adding another 12&amp;quot; to the range but also adding d6 damage.&lt;br /&gt;
#&#039;&#039;&#039;Cascading Firecloak:&#039;&#039;&#039; Gives the wizard and their unit a protective field that deals 2d6 S4 damage to anyone in b2b.&lt;br /&gt;
#&#039;&#039;&#039;Flaming Sword of Rhuin:&#039;&#039;&#039; Already jumping into 8+ CV territory. Gives a unit within 24&amp;quot; a +1 bonus to wound with all weapons as well as flaming attacks. Want an entire rain of arrows to obliterate trolls? Wanna see how hard you can slap that war machine? Throw it on one unit and see the results.&lt;br /&gt;
#&#039;&#039;&#039;The Burning Head:&#039;&#039;&#039; Draw an 18&amp;quot; line in front of your wizard. Every model under that line eats an S4 flaming hit as if from a bouncing cannonball. If you hurt anyone with this bouncing ball of doom, they must roll a Panic test.&lt;br /&gt;
#&#039;&#039;&#039;Piercing Bolts of Burning:&#039;&#039;&#039; A 24&amp;quot; magic missile that deals d3 S4 hits for each rank of 5+ models the unit composes, meaning entire mobs just might disintegrate from this.&lt;br /&gt;
#&#039;&#039;&#039;Fulminating Flame Cage:&#039;&#039;&#039; Deal d6 S4 flaming hits to an enemy within 24&amp;quot;. If the unit ever moves, they eat another S4 flaming hit. This is better for elite units or things you know will charge your soft spots.&lt;br /&gt;
#&#039;&#039;&#039;Flame Storm:&#039;&#039;&#039; Magical artillery blast with scatter. Not the same as actual artillery, mind, it is only S4, but it&#039;s still on fire and you can augment it to make the blast bigger.&lt;br /&gt;
&lt;br /&gt;
===Lore of Metal===&lt;br /&gt;
&#039;&#039;Lore Attribute: Metallic Attraction:&#039;&#039; Add +1 to the casting value if the target wears mostly light or medium armour, add +2 if the target wears mostly heavy or full plate armour. While it has two augment powers, the rest of them are reserved for actually beating up your beefy foes. Unfortunately, this doesn&#039;t have any modifiers for dealing with war machines.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Searing Doom:&#039;&#039;&#039; A magic missile dealing d6 flaming hits that bypass armour. When rolling to wound, you instead roll against their armour save. Awesome against knights and heavy infantry, useless against anything with natural armour (Like nature spirits or Lizardmen).&lt;br /&gt;
#&#039;&#039;&#039;Plague of Rust:&#039;&#039;&#039; One unit within 24&amp;quot; takes a -1 on their armour save. &#039;&#039;For the entire game. And it stacks.&#039;&#039; This shit&#039;s priceless for making a unit eat some heavy damage.&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Blades of Aiban:&#039;&#039;&#039; One allied unit&#039;s weapons all have +1 to hit and gain magical attacks and armour piercing (1). Cast this on the gang you want to pop war machines and chariots.&lt;br /&gt;
#&#039;&#039;&#039;Glittering Robe:&#039;&#039;&#039; Gives one unit within 12&amp;quot; a 5+ natural armour save. Shields now give you a heavy armour save, and that&#039;s always boss. Just be wary against anything punching through the save and get a ward save. Unlike the other spells, this spell can be augmented to give everyone within 12&amp;quot; this benefit.&lt;br /&gt;
#&#039;&#039;&#039;Gehenna&#039;s Golden Hounds:&#039;&#039;&#039; One model within 12&amp;quot; takes d6 S5 hits. This sounds about on tier for a magic missile, except that this still permits saves (though at S5, you&#039;re punching through plenty of that). Not subject to Look Out Sir! anymore, so might be worth taking if you need to snipe wizards or BSBs&lt;br /&gt;
#&#039;&#039;&#039;Transmutation of Lead:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to WS, BS, and armour saves. Not as godmode as Plague of Rust, but it has more uses besides softening a unit up.&lt;br /&gt;
#&#039;&#039;&#039;Final Transmutation:&#039;&#039;&#039; One unit within 18&amp;quot; must roll a d6 for every model inside it; every 5+ kills a model with no save besides Magic Resistance. In addition, anyone within 12&amp;quot; of this unit that&#039;s not an beast or monster need to test for Stupidity. While this one can be used on any unit without worrying about being useless, this has a good degree of not killing enough.&lt;br /&gt;
&lt;br /&gt;
===Lore of Life===&lt;br /&gt;
&#039;&#039;Lore Attrribute: Lifebloom:&#039;&#039; Once a spell is cast, restore a wound on the caster or any unit within 12&amp;quot; of them. Considering how many of your spells are augments, you should really be focusing on going full support.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Earthblood:&#039;&#039;&#039; Grants the caster and their unit a 5+ Regen. Not the easiest thing to pull off, but it grants another save.&lt;br /&gt;
#&#039;&#039;&#039;Awakening of the Wood:&#039;&#039;&#039; Deals d6 S4 hits to a unit within 12&amp;quot;, doubling when the unit&#039;s inside a forest. You&#039;ve got other Lores for damage, you have another spell for better damage.&lt;br /&gt;
#&#039;&#039;&#039;Flesh to Stone:&#039;&#039;&#039; Adds +2 to the Toughness of a unit within 12&amp;quot;. While it won&#039;t let your monsters laugh off cannons, it will let them laugh off anything lesser and it&#039;ll let that foot infantry tank out arrows and mobs.&lt;br /&gt;
#&#039;&#039;&#039;Throne of Vines:&#039;&#039;&#039; Your wizard now has an ongoing benefit to almost every spell (Earthblood gives 4+ Regen. Awakening of Wood is S6, Flesh to Stone adds +4 T, Regrowth heals d6+1 wounds, Shield of Thorns is now S4). It also lets you ignore a miscast when you roll a 2+ on a d6. If you have some backup to cover your heals for a turn or a wizard lord, do use this ASAP.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Thorns:&#039;&#039;&#039; One unit within 24&amp;quot; now deals 2d6 automatic S3 hits to any model in b2b. Stick it on the disposables, see how many more rolls you make.&lt;br /&gt;
#&#039;&#039;&#039;Regrowth:&#039;&#039;&#039; Helas d3+1 wounds worth of models, though it won&#039;t recover standards. While alright on its own, you really want this once you used Throne of Vines.&lt;br /&gt;
#&#039;&#039;&#039;The Dwellers from Below:&#039;&#039;&#039; Your other Direct Damage spell. This one makes enemies test Strength or die, the bane of hordes and swarms. Magic Resistance is their only way out.&lt;br /&gt;
&lt;br /&gt;
===Lore of Beasts===&lt;br /&gt;
&#039;&#039;&#039;Lore Attribute: Wildheart:&#039;&#039;&#039; Reduce the CV of a spell when casting it on of war beasts, cavalry, monstrous beasts, monstrous cavalry, chariots, monsters, swarms, or Beastmen in general. Needless to say, if you either don&#039;t have an army with a good number of these units (or aren&#039;t Beastmen) or aren&#039;t facing any of these, don&#039;t feel compelled to bring a Wizard Lord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyssan&#039;s Wildform:&#039;&#039;&#039; Add +1 to a unit&#039;s Strength and Toughness. Short-ranged and rather tough to cast, but it&#039;s very worth it.&lt;br /&gt;
#&#039;&#039;&#039;The Flock of Doom:&#039;&#039;&#039; Magic missile deals 2d6 S2 hits to one unit. Unimpressive.&lt;br /&gt;
#&#039;&#039;&#039;Pann&#039;s Impenetrable Pelt:&#039;&#039;&#039; Adds +3 to the Toughness of the wizard or any character within 12&amp;quot;, ideal for challenges. &lt;br /&gt;
#&#039;&#039;&#039;The Amber Spear:&#039;&#039;&#039; Gives you a legit S6 bolt thrower with d3 wounds that bypasses armour. That&#039;s metal. Augmenting it makes it even better at S10 with d6 wounds.&lt;br /&gt;
#&#039;&#039;&#039;The Curse of Anraheir:&#039;&#039;&#039; Curses a unit with -1 to hit anything and forcing them to treat all setpieces as dangerous terrain that kills on a 1 or 2.&lt;br /&gt;
#&#039;&#039;&#039;The Savage Beast of Horros:&#039;&#039;&#039; Gives a friendly character within 12&amp;quot; +3 to Strength and Attacks, which can turn your cavalry line or monsters into murder machines.&lt;br /&gt;
#&#039;&#039;&#039;Transformation of Kadon:&#039;&#039;&#039; Turns your footslogging wizard into a flying monstrosity. And it can still hide in your mob. It&#039;s pretty cool, but it&#039;s hampered by all your wizard&#039;s gear suddenly no longer working, meaning that you&#039;ll &#039;&#039;need&#039;&#039; to cast something else on them if they ever hope to survive a fight, presumably before they transform or by another wizard.&lt;br /&gt;
&lt;br /&gt;
===Lore of Heavens===&lt;br /&gt;
&#039;&#039;Attribute: Roiling Skies:&#039;&#039; Any spell you cast on a flying unit takes d6 S4 hits after all the other effects. Note that this doesn&#039;t say anything about what spells it is, so you can use anything to wreck an army of eagles or pegasi.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Iceshard Blizzard:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to hit with anything and to Leadership. This is a pretty decent protection, as it can also foil any indirect fire weapons and count as Ice Attacks, so Initiative&#039;s hit too. Reminder that Ice Attacks give ASL, meaning if you hit someone with this, then charge them with something with higher Initiative, they have -1 AND have to reroll successful hits. &lt;br /&gt;
#&#039;&#039;&#039;Harmonic Convergence:&#039;&#039;&#039; Lets a unit re-roll 1s on hits, wounds, and saves. Absolutely worth taking. &lt;br /&gt;
#&#039;&#039;&#039;Wind Blast:&#039;&#039;&#039; Shoves a unit back d3+1&amp;quot; (Doubled to d6+2&amp;quot; on augment). Pretty useful for shoving back a dangerous foe, and it can damage immobile war machines.&lt;br /&gt;
#&#039;&#039;&#039;Curse of the Midnight Winds:&#039;&#039;&#039; The opposite of Harmonic Convergence, an enemy unit  must now re-roll all 6s on hits, wounds, and saves. Fun against Saurus, who get extra attacks on 6s to hit, but still great against anything.&lt;br /&gt;
#&#039;&#039;&#039;Urannon&#039;s Thunderbolt:&#039;&#039;&#039; A d6 S6 magic missile with Lightning Attacks, so say FUCK YOU to knights!&lt;br /&gt;
#&#039;&#039;&#039;Casandora&#039;s Comet:&#039;&#039;&#039; A magic blast that doesn&#039;t scatter, but instead has a chance to land each turn, adding more hits and strength to the eventual blast. Don&#039;t be relying on it for actual damage, there&#039;s Fire for that.&lt;br /&gt;
#&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; Urannon&#039;s Thunderbolt +1. After the initial hit, it has a chance to branch off and hit another unit, and then another, and... Look, just fire this into a horde of Chaos Warriors. You&#039;ll never regret it.&lt;br /&gt;
&lt;br /&gt;
===Lore of Light===&lt;br /&gt;
&#039;&#039;Lore Attribute: Exorcism:&#039;&#039; When casting a direct damage or magic missile spell against any units with the Daemonic, Vampiric, or Undead rules, the spell gains another d6 hits. Pretty choice when trying to wipe out a horde of the blighters or shutting up a Lord or Monster.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Shem&#039;s Burning Gaze:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits. &lt;br /&gt;
#&#039;&#039;&#039;Pha&#039;s Protection:&#039;&#039;&#039; One unit is now harder to hit, like an inverse Iceshard Blizzard. This is good, and the augment is better for a big line.&lt;br /&gt;
#&#039;&#039;&#039;The Speed of Light:&#039;&#039;&#039; You want this. You want to make a unit WS 10 and Initiative 10. TAKE IT.&lt;br /&gt;
#&#039;&#039;&#039;Light of Battle:&#039;&#039;&#039; One unit within 12&amp;quot; can immediately rally and auto-pass all Leadership checks this turn. Unless you seriously want that unit to throw itself to death, there&#039;s better.&lt;br /&gt;
#&#039;&#039;&#039;Net of Amyntok:&#039;&#039;&#039; Your only hex, and it hurts harder than Fulminating Flame Cage. The enemy unit must test Ld to move, shoot, or cast, with failure inflicting d6 S4 hits. So not only will you lock up those Hellstriders or Skeleton Archers, you can also fuck them up.&lt;br /&gt;
#&#039;&#039;&#039;Banishment:&#039;&#039;&#039; Deals 2d6 hits of a strength equal to 4+how many other Light wizards are around the caster. This is your immediate slaying spell.&lt;br /&gt;
#&#039;&#039;&#039;Briona&#039;s Timewarp:&#039;&#039;&#039; Ups a unit to Initiative 10, doubles its movement, and adds +1 to Attacks, all of which is yes. Stack with Speed of Light and make your team the ultimate weapon.&lt;br /&gt;
&lt;br /&gt;
===Lore of Shadow===&lt;br /&gt;
&#039;&#039;Lore Attribute: Smoke &amp;amp; Mirrors:&#039;&#039; After casting a spell, your wizard can swap places with another character within 18&amp;quot; of the same unit type (meaning a foot wizard can only join other infantry units, horseback wizards can only join cavalry, etc.). Good at shuffling around characters to were they want to be. &lt;br /&gt;
:*&#039;&#039;&#039;Melkoth&#039;s Mystifying Miasma:&#039;&#039;&#039; A long-range and easy to cast hex, this robs a unit of d3 WS, BS, Movement, or Initiative. The Augment, which is pretty good to cast, has this rob all of them.&lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; One character within 12&amp;quot; flies as if they were in the Remaining Moves sub-phase. Pretty much needed to keep up with cavalry or if you need to throw a hero at a target.&lt;br /&gt;
#&#039;&#039;&#039;The Enfeebling Foe:&#039;&#039;&#039; The enemy unit loses d3 from Strength. Need to remove Greatweapons or Spears from the equation? Need to survive a monster? Throw it on &#039;em.&lt;br /&gt;
#&#039;&#039;&#039;The Withering:&#039;&#039;&#039; The enemy unit loses d3 Toughness. Take the chance and gank the fucker.&lt;br /&gt;
#&#039;&#039;&#039;The Penumbral Pendulum:&#039;&#039;&#039; Draw a 6d6&amp;quot; line in front of the caster. Every model under it must test Initiative or eat a cannonball-tier blast. While this sounds epic and it can totally wreck monsters and war machines, it suffers in terms of precision.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; See that blast template that just scattered? Everyone under it must now test Initiative or DIE. This is on tier with the Purple Sun as ruiners of everyone&#039;s shit.&lt;br /&gt;
#&#039;&#039;&#039;Okkam&#039;s Mindrazor:&#039;&#039;&#039; Okay, this is some high-class business here. This makes a unit use their Leadership when rolling to wound and when figuring out how much armour saves are impacted. If you have a well-disciplined unit of men with good Leadership or within the general&#039;s Inspiring Presence, then you have a unit that can insta-kill anything they touch.&lt;br /&gt;
&lt;br /&gt;
===Lore of Death===&lt;br /&gt;
&#039;&#039;Lore Attribute: Life Leeching:&#039;&#039; Every time a spell kills a model, roll a d6. Every 6 pulls in a die for the power pool. This makes them very useful as an opening act for another spell, be it from this or another wizard.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Spirit Leech:&#039;&#039;&#039; The wizard and one model must roll d6+Leadership. If the wizard wins, the target takes a number of armour-negating wounds equal to how much the test was failed by.&lt;br /&gt;
#&#039;&#039;&#039;Aspect of the Dreadknight:&#039;&#039;&#039; One unit gains Fear/Terror. Depending on the situation, this might help tip the scales on a fight, especially when combo&#039;d with Doom and Darkness.&lt;br /&gt;
#&#039;&#039;&#039;The Caress of Laniph:&#039;&#039;&#039; One enemy model takes a number of hits equal to 2d6 minus their Strength. These hits all wound on a 4+ and go through armour, making it better for lone models and single champions than against big monsters.&lt;br /&gt;
#&#039;&#039;&#039;Soulblight:&#039;&#039;&#039; An enemy unit takes -1 to Strength and Toughness. While this is pretty good, the augment spreads it to everyone within 24&amp;quot; rather than just one within 24&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Doom and Darkness:&#039;&#039;&#039; One enemy unit within 24&amp;quot; takes -3 to Leadership. Unless you&#039;re taking a unit outside of Inspiring Presence and you have something with Fear or Terror.&lt;br /&gt;
#&#039;&#039;&#039;The Fate of Bjuna:&#039;&#039;&#039; The other Caress of Laniph. Those hits are subtracted by Toughness, but these hits are now wounding by 2+. This is what you want against monsters.&lt;br /&gt;
#&#039;&#039;&#039;The Purple Sun of Xereus:&#039;&#039;&#039; Awwww yeah. This magical vortex forces anyone it passes over to test Initiative or die. Run against any MI or monster-heavy army and watch those tears. And then drink them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547633</id>
		<title>Warhammer Army Project/9th edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547633"/>
		<updated>2019-05-04T11:36:12Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650: /* Lore of Heavens */&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Warhammer Army Project, 9th Edition Tactica ==&lt;br /&gt;
&lt;br /&gt;
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing. &lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;t expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.&lt;br /&gt;
&lt;br /&gt;
this page is devoted to the changes between 8th edition and 9th edition.&lt;br /&gt;
&lt;br /&gt;
===Notable differences between Editions===&lt;br /&gt;
*&#039;&#039;&#039;Always Strikes Last&#039;&#039;&#039; now hurts even harder: If the model&#039;s initiative is still below that of its opponent before counting ASL, you must re-roll any successful hits that model makes.&lt;br /&gt;
*&#039;&#039;&#039;Poisoned Attacks&#039;&#039;&#039; has been rewritten so that it adds +1 to Wound rather than auto-wounding on a 6 to hit, making them more reliable.&lt;br /&gt;
*Failing &#039;&#039;&#039;Stupidity&#039;&#039;&#039; gives one fringe benefit to the victim: Immunity to Psychology. Granted, this is all stuck with the other restrictions, but it makes sure that a squad suffering from it won&#039;t break just from getting shot up in the middle of their sudden movement.&lt;br /&gt;
*&#039;&#039;&#039;Swiftstride&#039;&#039;&#039; was rewritten so that it only adds 2d6&amp;quot; movement when a unit with a movement value of 6 or lower charges, while units with higher movement get the classic 3d6 drop the lowest.&lt;br /&gt;
*&#039;&#039;&#039;Thunderstomp&#039;&#039;&#039; and vanilla &#039;&#039;&#039;Stomp&#039;&#039;&#039; have been effectively merged into one rule, dealing d6 hits on anyone in b2b, though it&#039;s lowered to d3 against lone infantry and skirmishers.&lt;br /&gt;
*Armour, in general, has been rewritten in a way that it can add to an existing save, such as &#039;&#039;&#039;Natural Armour&#039;&#039;&#039; or allowing a unit wearing only a shield and no armor in an appreciable way (read, more than just a +1 to an existing save for wearing heavier plate).&lt;br /&gt;
*Spells can actually be duplicated...once you&#039;ve exhausted every available spell for your army. This is especially useful for Orcs &amp;amp; Goblins and Skaven, who are legendarily starved for spells.&lt;br /&gt;
**Those models who can select spells, like as if they are bound spells or from some unique wizard rule, cannot select Signature Spells.&lt;br /&gt;
*Irresistible force has been removed entirely. In its place, any natural 6s you roll when casting/dispelling instead just grants you an additional die to your pool.&lt;br /&gt;
&lt;br /&gt;
====New Rules====&lt;br /&gt;
*&#039;&#039;Animated Construct:&#039;&#039; Now available to other models besides Tomb Kings. They remain Unbreakable and Immune to Poisoned Attacks. They also automatically pass checks for Redirecting Charges, Reforming, and Restraining from pursuit, but they can never march and can never use Stand &amp;amp; Shoot against a charge. They&#039;re also immune to Frenzy and Hatred, unfortunately.&lt;br /&gt;
*&#039;&#039;Aquatic:&#039;&#039; Replaces Sea Creature. These models treat water terrain as open ground and thus can march through, hold steadfast, and claim rank bonus while in water. Though they might take danger from specific terrain, they won&#039;t worry about the terrain in general. In addition, anyone shooting a unit mostly in water take -1 to hit.&lt;br /&gt;
*&#039;&#039;Armour Piercing (X):&#039;&#039; Technically always existed, but now there are things that can deal more than a -1 save penalty.&lt;br /&gt;
*&#039;&#039;Ice Attacks:&#039;&#039; Anyone attacked by a unit with this rule takes -1S and ASL. Also, immune to Ice.&lt;br /&gt;
*&#039;&#039;Ignores Armour Saves:&#039;&#039; Flat-out ignores armor. It&#039;s existed before, but now it&#039;s a legit USR&lt;br /&gt;
*&#039;&#039;Lightning Attacks:&#039;&#039; Models with this rule gain +1 to-hit and Ignores Armour against models wearing medium armour or heavier.&lt;br /&gt;
*&#039;&#039;Natural Armour:&#039;&#039; Replaces Scaly Skin. Gives a basic armour save that can stack with regular armour.&lt;br /&gt;
*&#039;&#039;Mixed Unit:&#039;&#039; Reserved for units where one sort of model is handling another sort of model (Like hounds and handlers). While Leadership is taken using the highest value in the unit, any other attacks or tests are resolved on the base model&#039;s stats. Once the Unit Strength hits below 5, there&#039;s now a risk for the handlers to get hurt - when they do take damage, all units have to take one wound before being allowed to hit another (so as to mitigate musical wound nonsense).&lt;br /&gt;
*&#039;&#039;Strength Bonus (X):&#039;&#039; Adds a bonus to the unit&#039;s Strength on the first round of any close combat.&lt;br /&gt;
*&#039;&#039;Sentient:&#039;&#039; Allows a model to benefit from Inspiring Presence or Hold Your Ground even when the model type normally wouldn&#039;t.&lt;br /&gt;
*&#039;&#039;Towering:&#039;&#039; Large Target renamed. This model is too huge to benefit from cover so long as the cover obscures less than half the model.&lt;br /&gt;
&lt;br /&gt;
====Model Types====&lt;br /&gt;
*Infantry have a unit strength of 1&lt;br /&gt;
*Monstrous Infantry have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Cavalry have Impact Hits (1) on top of Swiftstride and a unit strength of 2&lt;br /&gt;
*Monstrous Cavalry have Fear, Impact Hits (1), and Swiftstride as well as a unit strength of 4&lt;br /&gt;
*Swarms have Expendable, Skirmishers, and Unstable and have a unit strength of 3&lt;br /&gt;
*War Beasts have Swiftstride and Expendable as well as a unit strength of 1&lt;br /&gt;
*Monstrous Beasts have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Monsters have Stomp, Swiftstride, Terror, and Towering as well as a unit strength equal to their wound count&lt;br /&gt;
*Chariots have Impact Hits (d6) and Swiftstride as well as a unit strength equal to their wound count&lt;br /&gt;
**Equipping Scythes to a Chariot changes Impact Hits to d6+1.&lt;br /&gt;
*War Machines have a unit strength equal to their wound count&lt;br /&gt;
*Shrines (like the War Altar and Hurricanum) a unit strength equal to their wound count&lt;br /&gt;
&lt;br /&gt;
===Generic Armory===&lt;br /&gt;
Across the various armies of the Old World, there are things that are pretty much constantly in use no matter who uses them. Swords, axes, shields, these are the things that no army would be without. It should be noted that you can if your unit have multiple weapons that you can only use one for the entire combat, usually a weapon that isn&#039;t a hand weapon unless dual-wielding hand weapons or using a shield. You can&#039;t change this weapon unless you have rules permitting otherwise.&lt;br /&gt;
====Melee====&lt;br /&gt;
*&#039;&#039;&#039;Hand Weapon:&#039;&#039;&#039; Generic CCW.&lt;br /&gt;
**&#039;&#039;&#039;Multiple Hand Weapons:&#039;&#039;&#039; Grants a 6+ parry save and a bonus attack, but counts as a two-hander.&lt;br /&gt;
*&#039;&#039;&#039;Polearm/Halberd:&#039;&#039;&#039; +1S Two-hander weapon. Use them to dent armor.&lt;br /&gt;
*&#039;&#039;&#039;Greatweapon:&#039;&#039;&#039; +1S two-hander with an additional +1 at the first round of combat, but your model suffer -2I for the big swinger.&lt;br /&gt;
*&#039;&#039;&#039;Flail:&#039;&#039;&#039; Two-hander with SB(2) on the first round. Much stronger on the charge, less so after.&lt;br /&gt;
*&#039;&#039;&#039;Spear:&#039;&#039;&#039; Adds an extra rank to attack whenever the model doesn&#039;t charge. When non-infantry models charge the front, the model gets +1 to S and I. Cavalry with spears get +1 to S and I when they charge.&lt;br /&gt;
**&#039;&#039;&#039;Pike:&#039;&#039;&#039; The next step for spears. +3 ranks, +3 I on a turn they are charged from the front by non-infantry models.&lt;br /&gt;
*&#039;&#039;&#039;Lance:&#039;&#039;&#039; Cavalry gets +2 to S and I on the charge.&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
*&#039;&#039;&#039;Shortbow:&#039;&#039;&#039; 18&amp;quot; S3 missile with volley fire and can use Multiple Shots (2) when not moving or using stand and shoot.&lt;br /&gt;
**&#039;&#039;&#039;Bow:&#039;&#039;&#039; Now with a range of 24&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Longbow:&#039;&#039;&#039; 30&amp;quot; range now.&lt;br /&gt;
*&#039;&#039;&#039;Crossbow:&#039;&#039;&#039; 30&amp;quot; S4 shots, but you have Move or Fire. Decent for basic armor piercing.&lt;br /&gt;
**&#039;&#039;&#039;Crossbow Pistol:&#039;&#039;&#039; The range is shortened to 15&amp;quot;, but it&#039;s now Quick to Fire.&lt;br /&gt;
*&#039;&#039;&#039;Handgun:&#039;&#039;&#039; Your basic matchlock. 24&amp;quot; S4 shots with Piercing 1, but it&#039;s Move or Fire.&lt;br /&gt;
**&#039;&#039;&#039;Pistol:&#039;&#039;&#039; A Handgun with half the range but gets Quick to Fire. Using both hands adds +1 attack.&lt;br /&gt;
***&#039;&#039;&#039;Brace of Pistols:&#039;&#039;&#039; Two Handguns gives you Multishot (2), same as using both hands.&lt;br /&gt;
*&#039;&#039;&#039;Javelin:&#039;&#039;&#039; 12&amp;quot; at S:U, but they have Quick to Fire, Piercing 1, and volley. &lt;br /&gt;
*&#039;&#039;&#039;Thrown Weapon:&#039;&#039;&#039; Smaller thrown weapons like daggers or shurikens. Only has a range of 8&amp;quot;, but it has multishot (2) and Quick to Fire.&lt;br /&gt;
**&#039;&#039;&#039;Throwing Axes:&#039;&#039;&#039; Now with a very short 6&amp;quot;, but it has S+1 in exchange for multishot.&lt;br /&gt;
*&#039;&#039;&#039;Sling:&#039;&#039;&#039; Take a shortbow, and replace the volley fire with Piercing 1.&lt;br /&gt;
&lt;br /&gt;
=====War Machines=====&lt;br /&gt;
*&#039;&#039;&#039;Bolt Thrower:&#039;&#039;&#039; 48&amp;quot; S6 shots dealing d3 wounds and Pierce 1 for additional pain. It it kills the first target, it hits the one behind at S5, then the one behind at S4 and so on until someone fails to die.&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; 48&amp;quot; S10 shot that deals d6 wounds on whoever it directly lands on (assuming no mishaps). Then you roll the artillery dice again to see how far it rolls on after landing, hitting anyone else for d3 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Great Cannon:&#039;&#039;&#039; A bigger cannon with 60&amp;quot; and always dealing d6 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Grapeshot:&#039;&#039;&#039; You can load up a cannon with random scraps, making 12&amp;quot; S5 and Piercing 1 and a number of shots equal to the artillery dice. Pretty much makes it a close-range murder machine.&lt;br /&gt;
*&#039;&#039;&#039;Stone Thrower:&#039;&#039;&#039; 12-60&amp;quot; catapult that throws d6 wound attack as a small pieplate. It deals S9 damage on whoever&#039;s directly in the middle of the template, S3 to anyone near enough.&lt;br /&gt;
*&#039;&#039;&#039;Fire Thrower:&#039;&#039;&#039; A flamer with S5 flaming attacks and ignores cover.&lt;br /&gt;
&lt;br /&gt;
====Armour====&lt;br /&gt;
*&#039;&#039;&#039;Light Armour:&#039;&#039;&#039; Gives a 6+ save or adds +1 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Medium Armour:&#039;&#039;&#039; Gives a 5+ save or adds +2 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Armour:&#039;&#039;&#039; Gives a 4+ save or adds +3 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Full Plate Armour:&#039;&#039;&#039; Gives a 3+ save or adds +4 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Shield:&#039;&#039;&#039; Adds the same as Light Armour, but it also adds +1 to saves against missiles fired at the model&#039;s front and a 6++ parry save if used with a hand weapon.&lt;br /&gt;
**&#039;&#039;&#039;Buckler:&#039;&#039;&#039; A shield that&#039;s now useless for protecting against missiles, but now offers a 5++ parry.&lt;br /&gt;
*&#039;&#039;&#039;Barding:&#039;&#039;&#039; Light armor for steeds, with the exchange that it takes -1 from their movement. Charging or Pursuing takes an additional -1.&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
While all armies have their own unique armouries to pick from, this allows them to pick a generic item that covers all situations.&lt;br /&gt;
&lt;br /&gt;
====Magical Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Dragon Blade:&#039;&#039;&#039; 60 points for doubling successful hits.&lt;br /&gt;
*&#039;&#039;&#039;Giant Blade:&#039;&#039;&#039; 45 points adds +3S to a weapon without any penalty. Kickass.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Bloodshed:&#039;&#039;&#039; 45 points for a weapon that grants +3 attacks. This makes you a whirlwind of attacks.&lt;br /&gt;
*&#039;&#039;&#039;Ogre Blade:&#039;&#039;&#039; The lesser cousin of the Giant Blade, this adds only +2 S, but it&#039;s 15 points cheaper.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Strife:&#039;&#039;&#039; Budget Sword of Bloodshed, +2 attacks for 30.&lt;br /&gt;
*&#039;&#039;&#039;Bone Blade:&#039;&#039;&#039; Get Multiwound (d3) for 30 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Anti-Heroes:&#039;&#039;&#039; 30 points gives the user +1 to S/A for all opposing characters in b2b with them. A minor benefit for a champion-killer.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Sea Gold:&#039;&#039;&#039; Grants Piercing 3 for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Swift Slaying:&#039;&#039;&#039; ASF for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Fencer&#039;s Blades:&#039;&#039;&#039; Want to have WS10 for some ungodly reason? You can get two hand weapons to grant it for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Fortitude:&#039;&#039;&#039; In the event that you want Immunity to Psychology, you can spend 20 points for this.&lt;br /&gt;
*&#039;&#039;&#039;Relic Sword:&#039;&#039;&#039; For 20 points, your weapon now always wounds on a 3+ or lower, compensating for low strength or freakish toughness.&lt;br /&gt;
*&#039;&#039;&#039;Parrying Blade:&#039;&#039;&#039; You can get a 5++ parry for 20 points if you lack a shield.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Striking:&#039;&#039;&#039; 15 points adds +1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Might:&#039;&#039;&#039; 15 points for +1S.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Battle:&#039;&#039;&#039;+1A for 15.&lt;br /&gt;
*&#039;&#039;&#039;Berserker Sword:&#039;&#039;&#039; 15 points induces a permanent Frenzy.&lt;br /&gt;
*&#039;&#039;&#039;Shrieking Blade:&#039;&#039;&#039; 15 points allows you to add Fear onto a character without it.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Slicing:&#039;&#039;&#039; 15 points for Piercing 2.&lt;br /&gt;
*&#039;&#039;&#039;Venom Sword:&#039;&#039;&#039; As the name suggests, this gives Poisoned Attacks for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Biting Blade:&#039;&#039;&#039; Baby&#039;s first Sea Gold Blade, this only gives Piercing 1 for only 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Tormentor Sword:&#039;&#039;&#039; 5 points and you can now spread Stupidity to anyone you hit.&lt;br /&gt;
*&#039;&#039;&#039;Warrior Bane:&#039;&#039;&#039; 5 points lets anyone wounded by this blade lose an attack for each wound lost.&lt;br /&gt;
&lt;br /&gt;
====Magic Armour====&lt;br /&gt;
*&#039;&#039;&#039;Armour of Destiny:&#039;&#039;&#039; Heavy plate that grants a 4++ Ward for 50 points.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Fortune:&#039;&#039;&#039; 35 points for medium armor that has a 5++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Trickster&#039;s Helm:&#039;&#039;&#039; 35 points gives a 6+ save that forces successful wound rolls to be re-rolled.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Resilience:&#039;&#039;&#039; 30 points for +1 T&lt;br /&gt;
*&#039;&#039;&#039;Armour of Silvered Steel:&#039;&#039;&#039; You now have a permanent 2+ heavy armour save for 25 points, but it can&#039;t have shields improve it.&lt;br /&gt;
*&#039;&#039;&#039;Glittering Scales:&#039;&#039;&#039; This light armour forces anyone in close combat with the wearer to take -1 to hit rolls. All for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Ptolos:&#039;&#039;&#039; 20 points for a 1+ save.&lt;br /&gt;
*&#039;&#039;&#039;Gambler&#039;s Armour:&#039;&#039;&#039; Shave 15 points off the Armour of Fortune and reduce the Ward to a 6++.&lt;br /&gt;
*&#039;&#039;&#039;Spellshield:&#039;&#039;&#039; 15 points gives a shield with Resist Magic 6+.&lt;br /&gt;
*&#039;&#039;&#039;Dragonhelm:&#039;&#039;&#039; 10 points for a helmet with a 6+ save and Immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Enchanted Shield:&#039;&#039;&#039; Double the bonus a shield gives to Armour saves for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Charmed Shield:&#039;&#039;&#039; 5 points for a shield that can negate only one hit on a 2+.&lt;br /&gt;
&lt;br /&gt;
====Talismans====&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Preservation:&#039;&#039;&#039; 45 points for a 4++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Lodestone:&#039;&#039;&#039; 30 points to Resist Magic on 4+&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Endurance:&#039;&#039;&#039; 30 points grants a 4++ save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Amulet:&#039;&#039;&#039; 10 points off the Lodestone to Resist on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Dawnstone:&#039;&#039;&#039; 25 points lets you re-roll Armour saves.&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Protection:&#039;&#039;&#039; Half the price of the Endurance amulet and get a 6++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Opal Amulet:&#039;&#039;&#039; For 15 points, you get a one-time 4++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Trinket:&#039;&#039;&#039; 10 points nets you a 6+ Resist Magic.&lt;br /&gt;
*&#039;&#039;&#039;Seed of Rebirth:&#039;&#039;&#039; You get a 6+ Regen for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Dragonbane Gem:&#039;&#039;&#039; 5 points for immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Lucky Trinket:&#039;&#039;&#039; For 5 points you get to re-roll one save.&lt;br /&gt;
&lt;br /&gt;
====Arcane Items (Wizards Only)====&lt;br /&gt;
*&#039;&#039;&#039;Book of Ashur:&#039;&#039;&#039; For 60 points you get to add +1 to all casting and dispel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Feedback Scroll:&#039;&#039;&#039; For 35 points, instead of dispelling, you instead get to roll a number of die equal to the number of die the caster used and instantly wound the caster on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Destroy Magic Scroll:&#039;&#039;&#039; 35 points gives you not only an instant dispelling of a spell (unless the spell had Irresistible Force), but it also gives you the chance to erase the spell you just dispelled from the opponent&#039;s list on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Power Scroll:&#039;&#039;&#039; 35 points to let all doubles count as Irresistible Force and miscasts.&lt;br /&gt;
*&#039;&#039;&#039;Channeling Staff:&#039;&#039;&#039; For 30 points you add +1 to channel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Rod of Power:&#039;&#039;&#039; You can save up to three channeling/dispel die during each magic phase. At the start of any magic phase, you roll a die and if it&#039;s more than the number of die in the rod, you add them to the pool - otherwise they go poof.&lt;br /&gt;
*&#039;&#039;&#039;Forbidden Rod:&#039;&#039;&#039; Adds +d6 dice to the channeling pool, but you lode d3 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Earthing Rod:&#039;&#039;&#039; 25 points to re-roll one miscast.&lt;br /&gt;
*&#039;&#039;&#039;Dispel Scroll:&#039;&#039;&#039; Ol&#039; reliable. For 25 points, you get a single item that lets you use 6d6 to dispel a spell.&lt;br /&gt;
*&#039;&#039;&#039;Wand of Jet:&#039;&#039;&#039; 20 points adds +1d6 to a single casting roll, which can contribute to Irresistible Force or miscast.&lt;br /&gt;
*&#039;&#039;&#039;Power Stone:&#039;&#039;&#039; 20 points to add +2d6 to a casting roll.&lt;br /&gt;
*&#039;&#039;&#039;Luckstone:&#039;&#039;&#039; 20 points for a single do-over for a casting or dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Sceptre of Stability:&#039;&#039;&#039; 15 points to add +1d6 to a dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Scroll of Shielding:&#039;&#039;&#039; For 15 points, you can gain Resist Magic 4+ instead of dispelling.&lt;br /&gt;
*&#039;&#039;&#039;Loremaster&#039;s Tome:&#039;&#039;&#039; 15 points lets you add one more spell from the lores a wizard typically has.&lt;br /&gt;
*&#039;&#039;&#039;Wizard&#039;s Staff:&#039;&#039;&#039; 10 points adds an additional die to any casting roll.&lt;br /&gt;
&lt;br /&gt;
====Enchanted Items====&lt;br /&gt;
*&#039;&#039;&#039;Fozzrik&#039;s Folding Fortress:&#039;&#039;&#039; It&#039;s a hefty 100 points to summon a watchtower of your own after deploying your army.&lt;br /&gt;
*&#039;&#039;&#039;Wizarding Hat:&#039;&#039;&#039; You can now make a model a level 2 wizard, but now they have Stupidity. For 75 points, you&#039;d be better off with a legit wizard.&lt;br /&gt;
*&#039;&#039;&#039;Crown of Command:&#039;&#039;&#039; You now have Stubborn for 40 pts.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ring of Ruin:&#039;&#039;&#039; 35 points gives you a bound PL4 fireball&lt;br /&gt;
*&#039;&#039;&#039;Thunder Orb:&#039;&#039;&#039; This is scary. It&#039;s a bound PL4 spell that makes it impossible for any flying units to actually fly and instead have to walk anywhere.&lt;br /&gt;
*&#039;&#039;&#039;Healing Potion:&#039;&#039;&#039; 30 points gives you a single-use recovery of d6 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Carpet:&#039;&#039;&#039; 25 points lets your model fly, but now they can&#039;t join anyone.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Mask of EEE!:&#039;&#039;&#039; 25 points for Terror, but this will fuck over anyone who uses their Leadership to compensate for the lackluster morale of the troops.&lt;br /&gt;
*&#039;&#039;&#039;Potion of Strength:&#039;&#039;&#039; 10 points gives you +d3S for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Toughness:&#039;&#039;&#039; 10 points gives you +d3T for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Speed:&#039;&#039;&#039; 10 points gives you +d3A for one turn&lt;br /&gt;
*&#039;&#039;&#039;The Trickster&#039;s Shard:&#039;&#039;&#039; 15 points to force models in b2b with the holder to re-roll ward saves.&lt;br /&gt;
*&#039;&#039;&#039;Ironcurse Icon:&#039;&#039;&#039; This little 5 point trinket grants a 6++ Ward against war machines for the bearer and their unit.&lt;br /&gt;
&lt;br /&gt;
====Magic Standards (BSBs and Standard Bearers Only)====&lt;br /&gt;
*&#039;&#039;&#039;Battle Banner:&#039;&#039;&#039; A hefty 70 points, but it adds +d6 to battle resolutions.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Might:&#039;&#039;&#039; 55 points lets the unit add +1 to hit on the first turn of combat.&lt;br /&gt;
*&#039;&#039;&#039;Wailing Banner:&#039;&#039;&#039; 50 points to give a unit Terror.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Shielding:&#039;&#039;&#039; 40 units nets a unit a 6++ ward save against missiles.&lt;br /&gt;
*&#039;&#039;&#039;Rampager&#039;s Standard:&#039;&#039;&#039; 35 points to re-roll charge distances.&lt;br /&gt;
*&#039;&#039;&#039;Razor Standard:&#039;&#039;&#039; 30 points adds Armour Piercing 1 to all attacks.&lt;br /&gt;
*&#039;&#039;&#039;Dread Banner:&#039;&#039;&#039; Half the price of the Wailing Banner for only Fear.&lt;br /&gt;
*&#039;&#039;&#039;Ranger&#039;s Standard:&#039;&#039;&#039; 25 points nets you Strider. As in you don&#039;t worry about ANY terrain.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Arcane Warding:&#039;&#039;&#039; 20 points nets a unit Resist Magic 2&lt;br /&gt;
*&#039;&#039;&#039;War Banner:&#039;&#039;&#039; 20 points for +1 Combat Resolution.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Valour:&#039;&#039;&#039; 20 points to never worry about panic ever again.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Swiftness:&#039;&#039;&#039; 20 points to add Swiftstride.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Courage:&#039;&#039;&#039; 15 points lets a unit re-roll break tests.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Discipline:&#039;&#039;&#039; 15 points adds +1 to the unit&#039;s Ld, but it bans it from ever benefiting from the general&#039;s Inspiring Presence.&lt;br /&gt;
*&#039;&#039;&#039;Lichbone Pennant:&#039;&#039;&#039; Half the cost of the Arcane Warding standard for Magic Resist 1.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Eternal Flame:&#039;&#039;&#039; 10 points for flaming attacks.&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Pennant:&#039;&#039;&#039; 5 points lets the unit re-roll one Ld check.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Duty:&#039;&#039;&#039; Re-roll rally checks for 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Scarecrow Banner:&#039;&#039;&#039; For 5 points you can inspire Fear in flying units. How silly.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic...well, what else can be said that wasn&#039;t already said? Each wizard picks up a number of spells equal to their level (Loremasters excepted by knowing all spells) from one single lore. They also add a number of dice equal to their level to your pool for each magic phase, plus 2d6 die for every 2000 points your army&#039;s worth rounded down.&lt;br /&gt;
&lt;br /&gt;
While (nearly) every army possesses their own unique lores, many of them can also pick the following eight lores, each of which gives something vital that the special lore may not cover.&lt;br /&gt;
&lt;br /&gt;
===Lore of Fire===&lt;br /&gt;
&#039;&#039;Lore Attribute: Kindleflame:&#039;&#039; As you&#039;d probably guess, all your attack spells have Flaming Attacks. In addition, if your wizard targets an enemy that was already hurt by a Lore of Fire magic missile or direct damage spell, you add +d3 to the casting total. This is what makes it so spammable, especially if you have cheap wizards. Be wary that this lore does get greedy with the later spells though...&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Fireball:&#039;&#039;&#039; 24&amp;quot; magic missile that deals d6 S4 hits. You can augment it twice, each augments not only adding another 12&amp;quot; to the range but also adding d6 damage.&lt;br /&gt;
#&#039;&#039;&#039;Cascading Firecloak:&#039;&#039;&#039; Gives the wizard and their unit a protective field that deals 2d6 S4 damage to anyone in b2b.&lt;br /&gt;
#&#039;&#039;&#039;Flaming Sword of Rhuin:&#039;&#039;&#039; Already jumping into 8+ CV territory. Gives a unit within 24&amp;quot; a +1 bonus to wound with all weapons as well as flaming attacks. Want an entire rain of arrows to obliterate trolls? Wanna see how hard you can slap that war machine? Throw it on one unit and see the results.&lt;br /&gt;
#&#039;&#039;&#039;The Burning Head:&#039;&#039;&#039; Draw an 18&amp;quot; line in front of your wizard. Every model under that line eats an S4 flaming hit as if from a bouncing cannonball. If you hurt anyone with this bouncing ball of doom, they must roll a Panic test.&lt;br /&gt;
#&#039;&#039;&#039;Piercing Bolts of Burning:&#039;&#039;&#039; A 24&amp;quot; magic missile that deals d3 S4 hits for each rank of 5+ models the unit composes, meaning entire mobs just might disintegrate from this.&lt;br /&gt;
#&#039;&#039;&#039;Fulminating Flame Cage:&#039;&#039;&#039; Deal d6 S4 flaming hits to an enemy within 24&amp;quot;. If the unit ever moves, they eat another S4 flaming hit. This is better for elite units or things you know will charge your soft spots.&lt;br /&gt;
#&#039;&#039;&#039;Flame Storm:&#039;&#039;&#039; Magical artillery blast with scatter. Not the same as actual artillery, mind, it is only S4, but it&#039;s still on fire and you can augment it to make the blast bigger.&lt;br /&gt;
&lt;br /&gt;
===Lore of Metal===&lt;br /&gt;
&#039;&#039;Lore Attribute: Metallic Attraction:&#039;&#039; Add +1 to the casting value if the target wears mostly light or medium armour, add +2 if the target wears mostly heavy or full plate armour. While it has two augment powers, the rest of them are reserved for actually beating up your beefy foes. Unfortunately, this doesn&#039;t have any modifiers for dealing with war machines.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Searing Doom:&#039;&#039;&#039; A magic missile dealing d6 flaming hits that bypass armour. When rolling to wound, you instead roll against their armour save. Awesome against knights and heavy infantry, useless against anything with natural armour (Like nature spirits or Lizardmen).&lt;br /&gt;
#&#039;&#039;&#039;Plague of Rust:&#039;&#039;&#039; One unit within 24&amp;quot; takes a -1 on their armour save. &#039;&#039;For the entire game. And it stacks.&#039;&#039; This shit&#039;s priceless for making a unit eat some heavy damage.&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Blades of Aiban:&#039;&#039;&#039; One allied unit&#039;s weapons all have +1 to hit and gain magical attacks and armour piercing (1). Cast this on the gang you want to pop war machines and chariots.&lt;br /&gt;
#&#039;&#039;&#039;Glittering Robe:&#039;&#039;&#039; Gives one unit within 12&amp;quot; a 5+ natural armour save. Shields now give you a heavy armour save, and that&#039;s always boss. Just be wary against anything punching through the save and get a ward save. Unlike the other spells, this spell can be augmented to give everyone within 12&amp;quot; this benefit.&lt;br /&gt;
#&#039;&#039;&#039;Gehenna&#039;s Golden Hounds:&#039;&#039;&#039; One model within 12&amp;quot; takes d6 S5 hits. This sounds about on tier for a magic missile, except that this still permits saves (though at S5, you&#039;re punching through plenty of that). Not subject to Look Out Sir! anymore, so might be worth taking if you need to snipe wizards or BSBs&lt;br /&gt;
#&#039;&#039;&#039;Transmutation of Lead:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to WS, BS, and armour saves. Not as godmode as Plague of Rust, but it has more uses besides softening a unit up.&lt;br /&gt;
#&#039;&#039;&#039;Final Transmutation:&#039;&#039;&#039; One unit within 18&amp;quot; must roll a d6 for every model inside it; every 5+ kills a model with no save besides Magic Resistance. In addition, anyone within 12&amp;quot; of this unit that&#039;s not an beast or monster need to test for Stupidity. While this one can be used on any unit without worrying about being useless, this has a good degree of not killing enough.&lt;br /&gt;
&lt;br /&gt;
===Lore of Life===&lt;br /&gt;
&#039;&#039;Lore Attrribute: Lifebloom:&#039;&#039; Once a spell is cast, restore a wound on the caster or any unit within 12&amp;quot; of them. Considering how many of your spells are augments, you should really be focusing on going full support.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Earthblood:&#039;&#039;&#039; Grants the caster and their unit a 5+ Regen. Not the easiest thing to pull off, but it grants another save.&lt;br /&gt;
#&#039;&#039;&#039;Awakening of the Wood:&#039;&#039;&#039; Deals d6 S4 hits to a unit within 12&amp;quot;, doubling when the unit&#039;s inside a forest. You&#039;ve got other Lores for damage, you have another spell for better damage.&lt;br /&gt;
#&#039;&#039;&#039;Flesh to Stone:&#039;&#039;&#039; Adds +2 to the Toughness of a unit within 12&amp;quot;. While it won&#039;t let your monsters laugh off cannons, it will let them laugh off anything lesser and it&#039;ll let that foot infantry tank out arrows and mobs.&lt;br /&gt;
#&#039;&#039;&#039;Throne of Vines:&#039;&#039;&#039; Your wizard now has an ongoing benefit to almost every spell (Earthblood gives 4+ Regen. Awakening of Wood is S6, Flesh to Stone adds +4 T, Regrowth heals d6+1 wounds, Shield of Thorns is now S4). It also lets you ignore a miscast when you roll a 2+ on a d6. If you have some backup to cover your heals for a turn or a wizard lord, do use this ASAP.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Thorns:&#039;&#039;&#039; One unit within 24&amp;quot; now deals 2d6 automatic S3 hits to any model in b2b. Stick it on the disposables, see how many more rolls you make.&lt;br /&gt;
#&#039;&#039;&#039;Regrowth:&#039;&#039;&#039; Helas d3+1 wounds worth of models, though it won&#039;t recover standards. While alright on its own, you really want this once you used Throne of Vines.&lt;br /&gt;
#&#039;&#039;&#039;The Dwellers from Below:&#039;&#039;&#039; Your other Direct Damage spell. This one makes enemies test Strength or die, the bane of hordes and swarms. Magic Resistance is their only way out.&lt;br /&gt;
&lt;br /&gt;
===Lore of Beasts===&lt;br /&gt;
&#039;&#039;&#039;Lore Attribute: Wildheart:&#039;&#039;&#039; Reduce the CV of a spell when casting it on of war beasts, cavalry, monstrous beasts, monstrous cavalry, chariots, monsters, swarms, or Beastmen in general. Needless to say, if you either don&#039;t have an army with a good number of these units (or aren&#039;t Beastmen) or aren&#039;t facing any of these, don&#039;t feel compelled to bring a Wizard Lord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyssan&#039;s Wildform:&#039;&#039;&#039; Add +1 to a unit&#039;s Strength and Toughness. Short-ranged and rather tough to cast, but it&#039;s very worth it.&lt;br /&gt;
#&#039;&#039;&#039;The Flock of Doom:&#039;&#039;&#039; Magic missile deals 2d6 S2 hits to one unit. Unimpressive.&lt;br /&gt;
#&#039;&#039;&#039;Pann&#039;s Impenetrable Pelt:&#039;&#039;&#039; Adds +3 to the Toughness of the wizard or any character within 12&amp;quot;, ideal for challenges. &lt;br /&gt;
#&#039;&#039;&#039;The Amber Spear:&#039;&#039;&#039; Gives you a legit S6 bolt thrower with d3 wounds that bypasses armour. That&#039;s metal. Augmenting it makes it even better at S10 with d6 wounds.&lt;br /&gt;
#&#039;&#039;&#039;The Curse of Anraheir:&#039;&#039;&#039; Curses a unit with -1 to hit anything and forcing them to treat all setpieces as dangerous terrain that kills on a 1 or 2.&lt;br /&gt;
#&#039;&#039;&#039;The Savage Beast of Horros:&#039;&#039;&#039; Gives a friendly character within 12&amp;quot; +3 to Strength and Attacks, which can turn your cavalry line or monsters into murder machines.&lt;br /&gt;
#&#039;&#039;&#039;Transformation of Kadon:&#039;&#039;&#039; Turns your footslogging wizard into a flying monstrosity. And it can still hide in your mob. It&#039;s pretty cool, but it&#039;s hampered by all your wizard&#039;s gear suddenly no longer working, meaning that you&#039;ll &#039;&#039;need&#039;&#039; to cast something else on them if they ever hope to survive a fight, presumably before they transform or by another wizard.&lt;br /&gt;
&lt;br /&gt;
===Lore of Heavens===&lt;br /&gt;
&#039;&#039;Attribute: Roiling Skies:&#039;&#039; Any spell you cast on a flying unit takes d6 S4 hits after all the other effects. Note that this doesn&#039;t say anything about what spells it is, so you can use anything to wreck an army of eagles or pegasi.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Iceshard Blizzard:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to hit with anything and to Leadership. This is a pretty decent protection, as it can also foil any indirect fire weapons and count as Ice Attacks, so Initiative&#039;s hit too.&lt;br /&gt;
#&#039;&#039;&#039;Harmonic Convergence:&#039;&#039;&#039; Lets a unit re-roll 1s on hits, wounds, and saves. Absolutely worth taking. &lt;br /&gt;
#&#039;&#039;&#039;Wind Blast:&#039;&#039;&#039; Shoves a unit back d3+1&amp;quot; (Doubled to d6+2&amp;quot; on augment). Pretty useful for shoving back a dangerous foe, and it can damage immobile war machines.&lt;br /&gt;
#&#039;&#039;&#039;Curse of the Midnight Winds:&#039;&#039;&#039; The opposite of Harmonic Convergence, an enemy unit  must now re-roll all 6s on hits, wounds, and saves. Fun against Saurus, who get extra attacks on 6s to hit, but still great against anything.&lt;br /&gt;
#&#039;&#039;&#039;Urannon&#039;s Thunderbolt:&#039;&#039;&#039; A d6 S6 magic missile with Lightning Attacks, so say FUCK YOU to knights!&lt;br /&gt;
#&#039;&#039;&#039;Casandora&#039;s Comet:&#039;&#039;&#039; A magic blast that doesn&#039;t scatter, but instead has a chance to land each turn, adding more hits and strength to the eventual blast. Don&#039;t be relying on it for actual damage, there&#039;s Fire for that.&lt;br /&gt;
#&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; Urannon&#039;s Thunderbolt +1. After the initial hit, it has a chance to branch off and hit another unit, and then another, and... Look, just fire this into a horde of Chaos Warriors. You&#039;ll never regret it.&lt;br /&gt;
&lt;br /&gt;
===Lore of Light===&lt;br /&gt;
&#039;&#039;Lore Attribute: Exorcism:&#039;&#039; When casting a direct damage or magic missile spell against any units with the Daemonic, Vampiric, or Undead rules, the spell gains another d6 hits. Pretty choice when trying to wipe out a horde of the blighters or shutting up a Lord or Monster.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Shem&#039;s Burning Gaze:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits. &lt;br /&gt;
#&#039;&#039;&#039;Pha&#039;s Protection:&#039;&#039;&#039; One unit is now harder to hit, like an inverse Iceshard Blizzard. This is good, and the augment is better for a big line.&lt;br /&gt;
#&#039;&#039;&#039;The Speed of Light:&#039;&#039;&#039; You want this. You want to make a unit WS 10 and Initiative 10. TAKE IT.&lt;br /&gt;
#&#039;&#039;&#039;Light of Battle:&#039;&#039;&#039; One unit within 12&amp;quot; can immediately rally and auto-pass all Leadership checks this turn. Unless you seriously want that unit to throw itself to death, there&#039;s better.&lt;br /&gt;
#&#039;&#039;&#039;Net of Amyntok:&#039;&#039;&#039; Your only hex, and it hurts harder than Fulminating Flame Cage. The enemy unit must test Ld to move, shoot, or cast, with failure inflicting d6 S4 hits. So not only will you lock up those Hellstriders or Skeleton Archers, you can also fuck them up.&lt;br /&gt;
#&#039;&#039;&#039;Banishment:&#039;&#039;&#039; Deals 2d6 hits of a strength equal to 4+how many other Light wizards are around the caster. This is your immediate slaying spell.&lt;br /&gt;
#&#039;&#039;&#039;Briona&#039;s Timewarp:&#039;&#039;&#039; Ups a unit to Initiative 10, doubles its movement, and adds +1 to Attacks, all of which is yes. Stack with Speed of Light and make your team the ultimate weapon.&lt;br /&gt;
&lt;br /&gt;
===Lore of Shadow===&lt;br /&gt;
&#039;&#039;Lore Attribute: Smoke &amp;amp; Mirrors:&#039;&#039; After casting a spell, your wizard can swap places with another character within 18&amp;quot; of the same unit type (meaning a foot wizard can only join other infantry units, horseback wizards can only join cavalry, etc.). Good at shuffling around characters to were they want to be. &lt;br /&gt;
:*&#039;&#039;&#039;Melkoth&#039;s Mystifying Miasma:&#039;&#039;&#039; A long-range and easy to cast hex, this robs a unit of d3 WS, BS, Movement, or Initiative. The Augment, which is pretty good to cast, has this rob all of them.&lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; One character within 12&amp;quot; flies as if they were in the Remaining Moves sub-phase. Pretty much needed to keep up with cavalry or if you need to throw a hero at a target.&lt;br /&gt;
#&#039;&#039;&#039;The Enfeebling Foe:&#039;&#039;&#039; The enemy unit loses d3 from Strength. Need to remove Greatweapons or Spears from the equation? Need to survive a monster? Throw it on &#039;em.&lt;br /&gt;
#&#039;&#039;&#039;The Withering:&#039;&#039;&#039; The enemy unit loses d3 Toughness. Take the chance and gank the fucker.&lt;br /&gt;
#&#039;&#039;&#039;The Penumbral Pendulum:&#039;&#039;&#039; Draw a 6d6&amp;quot; line in front of the caster. Every model under it must test Initiative or eat a cannonball-tier blast. While this sounds epic and it can totally wreck monsters and war machines, it suffers in terms of precision.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; See that blast template that just scattered? Everyone under it must now test Initiative or DIE. This is on tier with the Purple Sun as ruiners of everyone&#039;s shit.&lt;br /&gt;
#&#039;&#039;&#039;Okkam&#039;s Mindrazor:&#039;&#039;&#039; Okay, this is some high-class business here. This makes a unit use their Leadership when rolling to wound and when figuring out how much armour saves are impacted. If you have a well-disciplined unit of men with good Leadership or within the general&#039;s Inspiring Presence, then you have a unit that can insta-kill anything they touch.&lt;br /&gt;
&lt;br /&gt;
===Lore of Death===&lt;br /&gt;
&#039;&#039;Lore Attribute: Life Leeching:&#039;&#039; Every time a spell kills a model, roll a d6. Every 6 pulls in a die for the power pool. This makes them very useful as an opening act for another spell, be it from this or another wizard.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Spirit Leech:&#039;&#039;&#039; The wizard and one model must roll d6+Leadership. If the wizard wins, the target takes a number of armour-negating wounds equal to how much the test was failed by.&lt;br /&gt;
#&#039;&#039;&#039;Aspect of the Dreadknight:&#039;&#039;&#039; One unit gains Fear/Terror. Depending on the situation, this might help tip the scales on a fight, especially when combo&#039;d with Doom and Darkness.&lt;br /&gt;
#&#039;&#039;&#039;The Caress of Laniph:&#039;&#039;&#039; One enemy model takes a number of hits equal to 2d6 minus their Strength. These hits all wound on a 4+ and go through armour, making it better for lone models and single champions than against big monsters.&lt;br /&gt;
#&#039;&#039;&#039;Soulblight:&#039;&#039;&#039; An enemy unit takes -1 to Strength and Toughness. While this is pretty good, the augment spreads it to everyone within 24&amp;quot; rather than just one within 24&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Doom and Darkness:&#039;&#039;&#039; One enemy unit within 24&amp;quot; takes -3 to Leadership. Unless you&#039;re taking a unit outside of Inspiring Presence and you have something with Fear or Terror.&lt;br /&gt;
#&#039;&#039;&#039;The Fate of Bjuna:&#039;&#039;&#039; The other Caress of Laniph. Those hits are subtracted by Toughness, but these hits are now wounding by 2+. This is what you want against monsters.&lt;br /&gt;
#&#039;&#039;&#039;The Purple Sun of Xereus:&#039;&#039;&#039; Awwww yeah. This magical vortex forces anyone it passes over to test Initiative or die. Run against any MI or monster-heavy army and watch those tears. And then drink them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547632</id>
		<title>Warhammer Army Project/9th edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Army_Project/9th_edition&amp;diff=547632"/>
		<updated>2019-05-04T11:33:00Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650: /* Lore of Metal */&lt;/p&gt;
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== Warhammer Army Project, 9th Edition Tactica ==&lt;br /&gt;
&lt;br /&gt;
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing. &lt;br /&gt;
&lt;br /&gt;
It should also be noted that Eliasson is constantly updating his work, so don&#039;t expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.&lt;br /&gt;
&lt;br /&gt;
this page is devoted to the changes between 8th edition and 9th edition.&lt;br /&gt;
&lt;br /&gt;
===Notable differences between Editions===&lt;br /&gt;
*&#039;&#039;&#039;Always Strikes Last&#039;&#039;&#039; now hurts even harder: If the model&#039;s initiative is still below that of its opponent before counting ASL, you must re-roll any successful hits that model makes.&lt;br /&gt;
*&#039;&#039;&#039;Poisoned Attacks&#039;&#039;&#039; has been rewritten so that it adds +1 to Wound rather than auto-wounding on a 6 to hit, making them more reliable.&lt;br /&gt;
*Failing &#039;&#039;&#039;Stupidity&#039;&#039;&#039; gives one fringe benefit to the victim: Immunity to Psychology. Granted, this is all stuck with the other restrictions, but it makes sure that a squad suffering from it won&#039;t break just from getting shot up in the middle of their sudden movement.&lt;br /&gt;
*&#039;&#039;&#039;Swiftstride&#039;&#039;&#039; was rewritten so that it only adds 2d6&amp;quot; movement when a unit with a movement value of 6 or lower charges, while units with higher movement get the classic 3d6 drop the lowest.&lt;br /&gt;
*&#039;&#039;&#039;Thunderstomp&#039;&#039;&#039; and vanilla &#039;&#039;&#039;Stomp&#039;&#039;&#039; have been effectively merged into one rule, dealing d6 hits on anyone in b2b, though it&#039;s lowered to d3 against lone infantry and skirmishers.&lt;br /&gt;
*Armour, in general, has been rewritten in a way that it can add to an existing save, such as &#039;&#039;&#039;Natural Armour&#039;&#039;&#039; or allowing a unit wearing only a shield and no armor in an appreciable way (read, more than just a +1 to an existing save for wearing heavier plate).&lt;br /&gt;
*Spells can actually be duplicated...once you&#039;ve exhausted every available spell for your army. This is especially useful for Orcs &amp;amp; Goblins and Skaven, who are legendarily starved for spells.&lt;br /&gt;
**Those models who can select spells, like as if they are bound spells or from some unique wizard rule, cannot select Signature Spells.&lt;br /&gt;
*Irresistible force has been removed entirely. In its place, any natural 6s you roll when casting/dispelling instead just grants you an additional die to your pool.&lt;br /&gt;
&lt;br /&gt;
====New Rules====&lt;br /&gt;
*&#039;&#039;Animated Construct:&#039;&#039; Now available to other models besides Tomb Kings. They remain Unbreakable and Immune to Poisoned Attacks. They also automatically pass checks for Redirecting Charges, Reforming, and Restraining from pursuit, but they can never march and can never use Stand &amp;amp; Shoot against a charge. They&#039;re also immune to Frenzy and Hatred, unfortunately.&lt;br /&gt;
*&#039;&#039;Aquatic:&#039;&#039; Replaces Sea Creature. These models treat water terrain as open ground and thus can march through, hold steadfast, and claim rank bonus while in water. Though they might take danger from specific terrain, they won&#039;t worry about the terrain in general. In addition, anyone shooting a unit mostly in water take -1 to hit.&lt;br /&gt;
*&#039;&#039;Armour Piercing (X):&#039;&#039; Technically always existed, but now there are things that can deal more than a -1 save penalty.&lt;br /&gt;
*&#039;&#039;Ice Attacks:&#039;&#039; Anyone attacked by a unit with this rule takes -1S and ASL. Also, immune to Ice.&lt;br /&gt;
*&#039;&#039;Ignores Armour Saves:&#039;&#039; Flat-out ignores armor. It&#039;s existed before, but now it&#039;s a legit USR&lt;br /&gt;
*&#039;&#039;Lightning Attacks:&#039;&#039; Models with this rule gain +1 to-hit and Ignores Armour against models wearing medium armour or heavier.&lt;br /&gt;
*&#039;&#039;Natural Armour:&#039;&#039; Replaces Scaly Skin. Gives a basic armour save that can stack with regular armour.&lt;br /&gt;
*&#039;&#039;Mixed Unit:&#039;&#039; Reserved for units where one sort of model is handling another sort of model (Like hounds and handlers). While Leadership is taken using the highest value in the unit, any other attacks or tests are resolved on the base model&#039;s stats. Once the Unit Strength hits below 5, there&#039;s now a risk for the handlers to get hurt - when they do take damage, all units have to take one wound before being allowed to hit another (so as to mitigate musical wound nonsense).&lt;br /&gt;
*&#039;&#039;Strength Bonus (X):&#039;&#039; Adds a bonus to the unit&#039;s Strength on the first round of any close combat.&lt;br /&gt;
*&#039;&#039;Sentient:&#039;&#039; Allows a model to benefit from Inspiring Presence or Hold Your Ground even when the model type normally wouldn&#039;t.&lt;br /&gt;
*&#039;&#039;Towering:&#039;&#039; Large Target renamed. This model is too huge to benefit from cover so long as the cover obscures less than half the model.&lt;br /&gt;
&lt;br /&gt;
====Model Types====&lt;br /&gt;
*Infantry have a unit strength of 1&lt;br /&gt;
*Monstrous Infantry have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Cavalry have Impact Hits (1) on top of Swiftstride and a unit strength of 2&lt;br /&gt;
*Monstrous Cavalry have Fear, Impact Hits (1), and Swiftstride as well as a unit strength of 4&lt;br /&gt;
*Swarms have Expendable, Skirmishers, and Unstable and have a unit strength of 3&lt;br /&gt;
*War Beasts have Swiftstride and Expendable as well as a unit strength of 1&lt;br /&gt;
*Monstrous Beasts have Fear and Swiftstride as well as a unit strength of 3&lt;br /&gt;
*Monsters have Stomp, Swiftstride, Terror, and Towering as well as a unit strength equal to their wound count&lt;br /&gt;
*Chariots have Impact Hits (d6) and Swiftstride as well as a unit strength equal to their wound count&lt;br /&gt;
**Equipping Scythes to a Chariot changes Impact Hits to d6+1.&lt;br /&gt;
*War Machines have a unit strength equal to their wound count&lt;br /&gt;
*Shrines (like the War Altar and Hurricanum) a unit strength equal to their wound count&lt;br /&gt;
&lt;br /&gt;
===Generic Armory===&lt;br /&gt;
Across the various armies of the Old World, there are things that are pretty much constantly in use no matter who uses them. Swords, axes, shields, these are the things that no army would be without. It should be noted that you can if your unit have multiple weapons that you can only use one for the entire combat, usually a weapon that isn&#039;t a hand weapon unless dual-wielding hand weapons or using a shield. You can&#039;t change this weapon unless you have rules permitting otherwise.&lt;br /&gt;
====Melee====&lt;br /&gt;
*&#039;&#039;&#039;Hand Weapon:&#039;&#039;&#039; Generic CCW.&lt;br /&gt;
**&#039;&#039;&#039;Multiple Hand Weapons:&#039;&#039;&#039; Grants a 6+ parry save and a bonus attack, but counts as a two-hander.&lt;br /&gt;
*&#039;&#039;&#039;Polearm/Halberd:&#039;&#039;&#039; +1S Two-hander weapon. Use them to dent armor.&lt;br /&gt;
*&#039;&#039;&#039;Greatweapon:&#039;&#039;&#039; +1S two-hander with an additional +1 at the first round of combat, but your model suffer -2I for the big swinger.&lt;br /&gt;
*&#039;&#039;&#039;Flail:&#039;&#039;&#039; Two-hander with SB(2) on the first round. Much stronger on the charge, less so after.&lt;br /&gt;
*&#039;&#039;&#039;Spear:&#039;&#039;&#039; Adds an extra rank to attack whenever the model doesn&#039;t charge. When non-infantry models charge the front, the model gets +1 to S and I. Cavalry with spears get +1 to S and I when they charge.&lt;br /&gt;
**&#039;&#039;&#039;Pike:&#039;&#039;&#039; The next step for spears. +3 ranks, +3 I on a turn they are charged from the front by non-infantry models.&lt;br /&gt;
*&#039;&#039;&#039;Lance:&#039;&#039;&#039; Cavalry gets +2 to S and I on the charge.&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
*&#039;&#039;&#039;Shortbow:&#039;&#039;&#039; 18&amp;quot; S3 missile with volley fire and can use Multiple Shots (2) when not moving or using stand and shoot.&lt;br /&gt;
**&#039;&#039;&#039;Bow:&#039;&#039;&#039; Now with a range of 24&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Longbow:&#039;&#039;&#039; 30&amp;quot; range now.&lt;br /&gt;
*&#039;&#039;&#039;Crossbow:&#039;&#039;&#039; 30&amp;quot; S4 shots, but you have Move or Fire. Decent for basic armor piercing.&lt;br /&gt;
**&#039;&#039;&#039;Crossbow Pistol:&#039;&#039;&#039; The range is shortened to 15&amp;quot;, but it&#039;s now Quick to Fire.&lt;br /&gt;
*&#039;&#039;&#039;Handgun:&#039;&#039;&#039; Your basic matchlock. 24&amp;quot; S4 shots with Piercing 1, but it&#039;s Move or Fire.&lt;br /&gt;
**&#039;&#039;&#039;Pistol:&#039;&#039;&#039; A Handgun with half the range but gets Quick to Fire. Using both hands adds +1 attack.&lt;br /&gt;
***&#039;&#039;&#039;Brace of Pistols:&#039;&#039;&#039; Two Handguns gives you Multishot (2), same as using both hands.&lt;br /&gt;
*&#039;&#039;&#039;Javelin:&#039;&#039;&#039; 12&amp;quot; at S:U, but they have Quick to Fire, Piercing 1, and volley. &lt;br /&gt;
*&#039;&#039;&#039;Thrown Weapon:&#039;&#039;&#039; Smaller thrown weapons like daggers or shurikens. Only has a range of 8&amp;quot;, but it has multishot (2) and Quick to Fire.&lt;br /&gt;
**&#039;&#039;&#039;Throwing Axes:&#039;&#039;&#039; Now with a very short 6&amp;quot;, but it has S+1 in exchange for multishot.&lt;br /&gt;
*&#039;&#039;&#039;Sling:&#039;&#039;&#039; Take a shortbow, and replace the volley fire with Piercing 1.&lt;br /&gt;
&lt;br /&gt;
=====War Machines=====&lt;br /&gt;
*&#039;&#039;&#039;Bolt Thrower:&#039;&#039;&#039; 48&amp;quot; S6 shots dealing d3 wounds and Pierce 1 for additional pain. It it kills the first target, it hits the one behind at S5, then the one behind at S4 and so on until someone fails to die.&lt;br /&gt;
*&#039;&#039;&#039;Cannon:&#039;&#039;&#039; 48&amp;quot; S10 shot that deals d6 wounds on whoever it directly lands on (assuming no mishaps). Then you roll the artillery dice again to see how far it rolls on after landing, hitting anyone else for d3 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Great Cannon:&#039;&#039;&#039; A bigger cannon with 60&amp;quot; and always dealing d6 wounds.&lt;br /&gt;
**&#039;&#039;&#039;Grapeshot:&#039;&#039;&#039; You can load up a cannon with random scraps, making 12&amp;quot; S5 and Piercing 1 and a number of shots equal to the artillery dice. Pretty much makes it a close-range murder machine.&lt;br /&gt;
*&#039;&#039;&#039;Stone Thrower:&#039;&#039;&#039; 12-60&amp;quot; catapult that throws d6 wound attack as a small pieplate. It deals S9 damage on whoever&#039;s directly in the middle of the template, S3 to anyone near enough.&lt;br /&gt;
*&#039;&#039;&#039;Fire Thrower:&#039;&#039;&#039; A flamer with S5 flaming attacks and ignores cover.&lt;br /&gt;
&lt;br /&gt;
====Armour====&lt;br /&gt;
*&#039;&#039;&#039;Light Armour:&#039;&#039;&#039; Gives a 6+ save or adds +1 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Medium Armour:&#039;&#039;&#039; Gives a 5+ save or adds +2 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Armour:&#039;&#039;&#039; Gives a 4+ save or adds +3 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Full Plate Armour:&#039;&#039;&#039; Gives a 3+ save or adds +4 to natural armour.&lt;br /&gt;
*&#039;&#039;&#039;Shield:&#039;&#039;&#039; Adds the same as Light Armour, but it also adds +1 to saves against missiles fired at the model&#039;s front and a 6++ parry save if used with a hand weapon.&lt;br /&gt;
**&#039;&#039;&#039;Buckler:&#039;&#039;&#039; A shield that&#039;s now useless for protecting against missiles, but now offers a 5++ parry.&lt;br /&gt;
*&#039;&#039;&#039;Barding:&#039;&#039;&#039; Light armor for steeds, with the exchange that it takes -1 from their movement. Charging or Pursuing takes an additional -1.&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
While all armies have their own unique armouries to pick from, this allows them to pick a generic item that covers all situations.&lt;br /&gt;
&lt;br /&gt;
====Magical Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Dragon Blade:&#039;&#039;&#039; 60 points for doubling successful hits.&lt;br /&gt;
*&#039;&#039;&#039;Giant Blade:&#039;&#039;&#039; 45 points adds +3S to a weapon without any penalty. Kickass.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Bloodshed:&#039;&#039;&#039; 45 points for a weapon that grants +3 attacks. This makes you a whirlwind of attacks.&lt;br /&gt;
*&#039;&#039;&#039;Ogre Blade:&#039;&#039;&#039; The lesser cousin of the Giant Blade, this adds only +2 S, but it&#039;s 15 points cheaper.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Strife:&#039;&#039;&#039; Budget Sword of Bloodshed, +2 attacks for 30.&lt;br /&gt;
*&#039;&#039;&#039;Bone Blade:&#039;&#039;&#039; Get Multiwound (d3) for 30 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Anti-Heroes:&#039;&#039;&#039; 30 points gives the user +1 to S/A for all opposing characters in b2b with them. A minor benefit for a champion-killer.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Sea Gold:&#039;&#039;&#039; Grants Piercing 3 for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Swift Slaying:&#039;&#039;&#039; ASF for only 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Fencer&#039;s Blades:&#039;&#039;&#039; Want to have WS10 for some ungodly reason? You can get two hand weapons to grant it for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Fortitude:&#039;&#039;&#039; In the event that you want Immunity to Psychology, you can spend 20 points for this.&lt;br /&gt;
*&#039;&#039;&#039;Relic Sword:&#039;&#039;&#039; For 20 points, your weapon now always wounds on a 3+ or lower, compensating for low strength or freakish toughness.&lt;br /&gt;
*&#039;&#039;&#039;Parrying Blade:&#039;&#039;&#039; You can get a 5++ parry for 20 points if you lack a shield.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Striking:&#039;&#039;&#039; 15 points adds +1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Might:&#039;&#039;&#039; 15 points for +1S.&lt;br /&gt;
*&#039;&#039;&#039;Sword of Battle:&#039;&#039;&#039;+1A for 15.&lt;br /&gt;
*&#039;&#039;&#039;Berserker Sword:&#039;&#039;&#039; 15 points induces a permanent Frenzy.&lt;br /&gt;
*&#039;&#039;&#039;Shrieking Blade:&#039;&#039;&#039; 15 points allows you to add Fear onto a character without it.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Slicing:&#039;&#039;&#039; 15 points for Piercing 2.&lt;br /&gt;
*&#039;&#039;&#039;Venom Sword:&#039;&#039;&#039; As the name suggests, this gives Poisoned Attacks for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Biting Blade:&#039;&#039;&#039; Baby&#039;s first Sea Gold Blade, this only gives Piercing 1 for only 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Tormentor Sword:&#039;&#039;&#039; 5 points and you can now spread Stupidity to anyone you hit.&lt;br /&gt;
*&#039;&#039;&#039;Warrior Bane:&#039;&#039;&#039; 5 points lets anyone wounded by this blade lose an attack for each wound lost.&lt;br /&gt;
&lt;br /&gt;
====Magic Armour====&lt;br /&gt;
*&#039;&#039;&#039;Armour of Destiny:&#039;&#039;&#039; Heavy plate that grants a 4++ Ward for 50 points.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Fortune:&#039;&#039;&#039; 35 points for medium armor that has a 5++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Trickster&#039;s Helm:&#039;&#039;&#039; 35 points gives a 6+ save that forces successful wound rolls to be re-rolled.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Resilience:&#039;&#039;&#039; 30 points for +1 T&lt;br /&gt;
*&#039;&#039;&#039;Armour of Silvered Steel:&#039;&#039;&#039; You now have a permanent 2+ heavy armour save for 25 points, but it can&#039;t have shields improve it.&lt;br /&gt;
*&#039;&#039;&#039;Glittering Scales:&#039;&#039;&#039; This light armour forces anyone in close combat with the wearer to take -1 to hit rolls. All for 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Ptolos:&#039;&#039;&#039; 20 points for a 1+ save.&lt;br /&gt;
*&#039;&#039;&#039;Gambler&#039;s Armour:&#039;&#039;&#039; Shave 15 points off the Armour of Fortune and reduce the Ward to a 6++.&lt;br /&gt;
*&#039;&#039;&#039;Spellshield:&#039;&#039;&#039; 15 points gives a shield with Resist Magic 6+.&lt;br /&gt;
*&#039;&#039;&#039;Dragonhelm:&#039;&#039;&#039; 10 points for a helmet with a 6+ save and Immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Enchanted Shield:&#039;&#039;&#039; Double the bonus a shield gives to Armour saves for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Charmed Shield:&#039;&#039;&#039; 5 points for a shield that can negate only one hit on a 2+.&lt;br /&gt;
&lt;br /&gt;
====Talismans====&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Preservation:&#039;&#039;&#039; 45 points for a 4++ ward save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Lodestone:&#039;&#039;&#039; 30 points to Resist Magic on 4+&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Endurance:&#039;&#039;&#039; 30 points grants a 4++ save.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Amulet:&#039;&#039;&#039; 10 points off the Lodestone to Resist on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Dawnstone:&#039;&#039;&#039; 25 points lets you re-roll Armour saves.&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Protection:&#039;&#039;&#039; Half the price of the Endurance amulet and get a 6++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Opal Amulet:&#039;&#039;&#039; For 15 points, you get a one-time 4++ Ward.&lt;br /&gt;
*&#039;&#039;&#039;Obsidian Trinket:&#039;&#039;&#039; 10 points nets you a 6+ Resist Magic.&lt;br /&gt;
*&#039;&#039;&#039;Seed of Rebirth:&#039;&#039;&#039; You get a 6+ Regen for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Dragonbane Gem:&#039;&#039;&#039; 5 points for immunity to fire.&lt;br /&gt;
*&#039;&#039;&#039;Lucky Trinket:&#039;&#039;&#039; For 5 points you get to re-roll one save.&lt;br /&gt;
&lt;br /&gt;
====Arcane Items (Wizards Only)====&lt;br /&gt;
*&#039;&#039;&#039;Book of Ashur:&#039;&#039;&#039; For 60 points you get to add +1 to all casting and dispel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Feedback Scroll:&#039;&#039;&#039; For 35 points, instead of dispelling, you instead get to roll a number of die equal to the number of die the caster used and instantly wound the caster on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Destroy Magic Scroll:&#039;&#039;&#039; 35 points gives you not only an instant dispelling of a spell (unless the spell had Irresistible Force), but it also gives you the chance to erase the spell you just dispelled from the opponent&#039;s list on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Power Scroll:&#039;&#039;&#039; 35 points to let all doubles count as Irresistible Force and miscasts.&lt;br /&gt;
*&#039;&#039;&#039;Channeling Staff:&#039;&#039;&#039; For 30 points you add +1 to channel rolls.&lt;br /&gt;
*&#039;&#039;&#039;Rod of Power:&#039;&#039;&#039; You can save up to three channeling/dispel die during each magic phase. At the start of any magic phase, you roll a die and if it&#039;s more than the number of die in the rod, you add them to the pool - otherwise they go poof.&lt;br /&gt;
*&#039;&#039;&#039;Forbidden Rod:&#039;&#039;&#039; Adds +d6 dice to the channeling pool, but you lode d3 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Earthing Rod:&#039;&#039;&#039; 25 points to re-roll one miscast.&lt;br /&gt;
*&#039;&#039;&#039;Dispel Scroll:&#039;&#039;&#039; Ol&#039; reliable. For 25 points, you get a single item that lets you use 6d6 to dispel a spell.&lt;br /&gt;
*&#039;&#039;&#039;Wand of Jet:&#039;&#039;&#039; 20 points adds +1d6 to a single casting roll, which can contribute to Irresistible Force or miscast.&lt;br /&gt;
*&#039;&#039;&#039;Power Stone:&#039;&#039;&#039; 20 points to add +2d6 to a casting roll.&lt;br /&gt;
*&#039;&#039;&#039;Luckstone:&#039;&#039;&#039; 20 points for a single do-over for a casting or dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Sceptre of Stability:&#039;&#039;&#039; 15 points to add +1d6 to a dispel roll.&lt;br /&gt;
*&#039;&#039;&#039;Scroll of Shielding:&#039;&#039;&#039; For 15 points, you can gain Resist Magic 4+ instead of dispelling.&lt;br /&gt;
*&#039;&#039;&#039;Loremaster&#039;s Tome:&#039;&#039;&#039; 15 points lets you add one more spell from the lores a wizard typically has.&lt;br /&gt;
*&#039;&#039;&#039;Wizard&#039;s Staff:&#039;&#039;&#039; 10 points adds an additional die to any casting roll.&lt;br /&gt;
&lt;br /&gt;
====Enchanted Items====&lt;br /&gt;
*&#039;&#039;&#039;Fozzrik&#039;s Folding Fortress:&#039;&#039;&#039; It&#039;s a hefty 100 points to summon a watchtower of your own after deploying your army.&lt;br /&gt;
*&#039;&#039;&#039;Wizarding Hat:&#039;&#039;&#039; You can now make a model a level 2 wizard, but now they have Stupidity. For 75 points, you&#039;d be better off with a legit wizard.&lt;br /&gt;
*&#039;&#039;&#039;Crown of Command:&#039;&#039;&#039; You now have Stubborn for 40 pts.&lt;br /&gt;
*&#039;&#039;&#039;Ruby Ring of Ruin:&#039;&#039;&#039; 35 points gives you a bound PL4 fireball&lt;br /&gt;
*&#039;&#039;&#039;Thunder Orb:&#039;&#039;&#039; This is scary. It&#039;s a bound PL4 spell that makes it impossible for any flying units to actually fly and instead have to walk anywhere.&lt;br /&gt;
*&#039;&#039;&#039;Healing Potion:&#039;&#039;&#039; 30 points gives you a single-use recovery of d6 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Arabyan Carpet:&#039;&#039;&#039; 25 points lets your model fly, but now they can&#039;t join anyone.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Mask of EEE!:&#039;&#039;&#039; 25 points for Terror, but this will fuck over anyone who uses their Leadership to compensate for the lackluster morale of the troops.&lt;br /&gt;
*&#039;&#039;&#039;Potion of Strength:&#039;&#039;&#039; 10 points gives you +d3S for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Toughness:&#039;&#039;&#039; 10 points gives you +d3T for one turn&lt;br /&gt;
*&#039;&#039;&#039;Potion of Speed:&#039;&#039;&#039; 10 points gives you +d3A for one turn&lt;br /&gt;
*&#039;&#039;&#039;The Trickster&#039;s Shard:&#039;&#039;&#039; 15 points to force models in b2b with the holder to re-roll ward saves.&lt;br /&gt;
*&#039;&#039;&#039;Ironcurse Icon:&#039;&#039;&#039; This little 5 point trinket grants a 6++ Ward against war machines for the bearer and their unit.&lt;br /&gt;
&lt;br /&gt;
====Magic Standards (BSBs and Standard Bearers Only)====&lt;br /&gt;
*&#039;&#039;&#039;Battle Banner:&#039;&#039;&#039; A hefty 70 points, but it adds +d6 to battle resolutions.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Might:&#039;&#039;&#039; 55 points lets the unit add +1 to hit on the first turn of combat.&lt;br /&gt;
*&#039;&#039;&#039;Wailing Banner:&#039;&#039;&#039; 50 points to give a unit Terror.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Shielding:&#039;&#039;&#039; 40 units nets a unit a 6++ ward save against missiles.&lt;br /&gt;
*&#039;&#039;&#039;Rampager&#039;s Standard:&#039;&#039;&#039; 35 points to re-roll charge distances.&lt;br /&gt;
*&#039;&#039;&#039;Razor Standard:&#039;&#039;&#039; 30 points adds Armour Piercing 1 to all attacks.&lt;br /&gt;
*&#039;&#039;&#039;Dread Banner:&#039;&#039;&#039; Half the price of the Wailing Banner for only Fear.&lt;br /&gt;
*&#039;&#039;&#039;Ranger&#039;s Standard:&#039;&#039;&#039; 25 points nets you Strider. As in you don&#039;t worry about ANY terrain.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Arcane Warding:&#039;&#039;&#039; 20 points nets a unit Resist Magic 2&lt;br /&gt;
*&#039;&#039;&#039;War Banner:&#039;&#039;&#039; 20 points for +1 Combat Resolution.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Valour:&#039;&#039;&#039; 20 points to never worry about panic ever again.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Swiftness:&#039;&#039;&#039; 20 points to add Swiftstride.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Courage:&#039;&#039;&#039; 15 points lets a unit re-roll break tests.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Discipline:&#039;&#039;&#039; 15 points adds +1 to the unit&#039;s Ld, but it bans it from ever benefiting from the general&#039;s Inspiring Presence.&lt;br /&gt;
*&#039;&#039;&#039;Lichbone Pennant:&#039;&#039;&#039; Half the cost of the Arcane Warding standard for Magic Resist 1.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Eternal Flame:&#039;&#039;&#039; 10 points for flaming attacks.&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Pennant:&#039;&#039;&#039; 5 points lets the unit re-roll one Ld check.&lt;br /&gt;
*&#039;&#039;&#039;Banner of Duty:&#039;&#039;&#039; Re-roll rally checks for 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Scarecrow Banner:&#039;&#039;&#039; For 5 points you can inspire Fear in flying units. How silly.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic...well, what else can be said that wasn&#039;t already said? Each wizard picks up a number of spells equal to their level (Loremasters excepted by knowing all spells) from one single lore. They also add a number of dice equal to their level to your pool for each magic phase, plus 2d6 die for every 2000 points your army&#039;s worth rounded down.&lt;br /&gt;
&lt;br /&gt;
While (nearly) every army possesses their own unique lores, many of them can also pick the following eight lores, each of which gives something vital that the special lore may not cover.&lt;br /&gt;
&lt;br /&gt;
===Lore of Fire===&lt;br /&gt;
&#039;&#039;Lore Attribute: Kindleflame:&#039;&#039; As you&#039;d probably guess, all your attack spells have Flaming Attacks. In addition, if your wizard targets an enemy that was already hurt by a Lore of Fire magic missile or direct damage spell, you add +d3 to the casting total. This is what makes it so spammable, especially if you have cheap wizards. Be wary that this lore does get greedy with the later spells though...&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Fireball:&#039;&#039;&#039; 24&amp;quot; magic missile that deals d6 S4 hits. You can augment it twice, each augments not only adding another 12&amp;quot; to the range but also adding d6 damage.&lt;br /&gt;
#&#039;&#039;&#039;Cascading Firecloak:&#039;&#039;&#039; Gives the wizard and their unit a protective field that deals 2d6 S4 damage to anyone in b2b.&lt;br /&gt;
#&#039;&#039;&#039;Flaming Sword of Rhuin:&#039;&#039;&#039; Already jumping into 8+ CV territory. Gives a unit within 24&amp;quot; a +1 bonus to wound with all weapons as well as flaming attacks. Want an entire rain of arrows to obliterate trolls? Wanna see how hard you can slap that war machine? Throw it on one unit and see the results.&lt;br /&gt;
#&#039;&#039;&#039;The Burning Head:&#039;&#039;&#039; Draw an 18&amp;quot; line in front of your wizard. Every model under that line eats an S4 flaming hit as if from a bouncing cannonball. If you hurt anyone with this bouncing ball of doom, they must roll a Panic test.&lt;br /&gt;
#&#039;&#039;&#039;Piercing Bolts of Burning:&#039;&#039;&#039; A 24&amp;quot; magic missile that deals d3 S4 hits for each rank of 5+ models the unit composes, meaning entire mobs just might disintegrate from this.&lt;br /&gt;
#&#039;&#039;&#039;Fulminating Flame Cage:&#039;&#039;&#039; Deal d6 S4 flaming hits to an enemy within 24&amp;quot;. If the unit ever moves, they eat another S4 flaming hit. This is better for elite units or things you know will charge your soft spots.&lt;br /&gt;
#&#039;&#039;&#039;Flame Storm:&#039;&#039;&#039; Magical artillery blast with scatter. Not the same as actual artillery, mind, it is only S4, but it&#039;s still on fire and you can augment it to make the blast bigger.&lt;br /&gt;
&lt;br /&gt;
===Lore of Metal===&lt;br /&gt;
&#039;&#039;Lore Attribute: Metallic Attraction:&#039;&#039; Add +1 to the casting value if the target wears mostly light or medium armour, add +2 if the target wears mostly heavy or full plate armour. While it has two augment powers, the rest of them are reserved for actually beating up your beefy foes. Unfortunately, this doesn&#039;t have any modifiers for dealing with war machines.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Searing Doom:&#039;&#039;&#039; A magic missile dealing d6 flaming hits that bypass armour. When rolling to wound, you instead roll against their armour save. Awesome against knights and heavy infantry, useless against anything with natural armour (Like nature spirits or Lizardmen).&lt;br /&gt;
#&#039;&#039;&#039;Plague of Rust:&#039;&#039;&#039; One unit within 24&amp;quot; takes a -1 on their armour save. &#039;&#039;For the entire game. And it stacks.&#039;&#039; This shit&#039;s priceless for making a unit eat some heavy damage.&lt;br /&gt;
#&#039;&#039;&#039;Enchanted Blades of Aiban:&#039;&#039;&#039; One allied unit&#039;s weapons all have +1 to hit and gain magical attacks and armour piercing (1). Cast this on the gang you want to pop war machines and chariots.&lt;br /&gt;
#&#039;&#039;&#039;Glittering Robe:&#039;&#039;&#039; Gives one unit within 12&amp;quot; a 5+ natural armour save. Shields now give you a heavy armour save, and that&#039;s always boss. Just be wary against anything punching through the save and get a ward save. Unlike the other spells, this spell can be augmented to give everyone within 12&amp;quot; this benefit.&lt;br /&gt;
#&#039;&#039;&#039;Gehenna&#039;s Golden Hounds:&#039;&#039;&#039; One model within 12&amp;quot; takes d6 S5 hits. This sounds about on tier for a magic missile, except that this still permits saves (though at S5, you&#039;re punching through plenty of that). Not subject to Look Out Sir! anymore, so might be worth taking if you need to snipe wizards or BSBs&lt;br /&gt;
#&#039;&#039;&#039;Transmutation of Lead:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to WS, BS, and armour saves. Not as godmode as Plague of Rust, but it has more uses besides softening a unit up.&lt;br /&gt;
#&#039;&#039;&#039;Final Transmutation:&#039;&#039;&#039; One unit within 18&amp;quot; must roll a d6 for every model inside it; every 5+ kills a model with no save besides Magic Resistance. In addition, anyone within 12&amp;quot; of this unit that&#039;s not an beast or monster need to test for Stupidity. While this one can be used on any unit without worrying about being useless, this has a good degree of not killing enough.&lt;br /&gt;
&lt;br /&gt;
===Lore of Life===&lt;br /&gt;
&#039;&#039;Lore Attrribute: Lifebloom:&#039;&#039; Once a spell is cast, restore a wound on the caster or any unit within 12&amp;quot; of them. Considering how many of your spells are augments, you should really be focusing on going full support.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Earthblood:&#039;&#039;&#039; Grants the caster and their unit a 5+ Regen. Not the easiest thing to pull off, but it grants another save.&lt;br /&gt;
#&#039;&#039;&#039;Awakening of the Wood:&#039;&#039;&#039; Deals d6 S4 hits to a unit within 12&amp;quot;, doubling when the unit&#039;s inside a forest. You&#039;ve got other Lores for damage, you have another spell for better damage.&lt;br /&gt;
#&#039;&#039;&#039;Flesh to Stone:&#039;&#039;&#039; Adds +2 to the Toughness of a unit within 12&amp;quot;. While it won&#039;t let your monsters laugh off cannons, it will let them laugh off anything lesser and it&#039;ll let that foot infantry tank out arrows and mobs.&lt;br /&gt;
#&#039;&#039;&#039;Throne of Vines:&#039;&#039;&#039; Your wizard now has an ongoing benefit to almost every spell (Earthblood gives 4+ Regen. Awakening of Wood is S6, Flesh to Stone adds +4 T, Regrowth heals d6+1 wounds, Shield of Thorns is now S4). It also lets you ignore a miscast when you roll a 2+ on a d6. If you have some backup to cover your heals for a turn or a wizard lord, do use this ASAP.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Thorns:&#039;&#039;&#039; One unit within 24&amp;quot; now deals 2d6 automatic S3 hits to any model in b2b. Stick it on the disposables, see how many more rolls you make.&lt;br /&gt;
#&#039;&#039;&#039;Regrowth:&#039;&#039;&#039; Helas d3+1 wounds worth of models, though it won&#039;t recover standards. While alright on its own, you really want this once you used Throne of Vines.&lt;br /&gt;
#&#039;&#039;&#039;The Dwellers from Below:&#039;&#039;&#039; Your other Direct Damage spell. This one makes enemies test Strength or die, the bane of hordes and swarms. Magic Resistance is their only way out.&lt;br /&gt;
&lt;br /&gt;
===Lore of Beasts===&lt;br /&gt;
&#039;&#039;&#039;Lore Attribute: Wildheart:&#039;&#039;&#039; Reduce the CV of a spell when casting it on of war beasts, cavalry, monstrous beasts, monstrous cavalry, chariots, monsters, swarms, or Beastmen in general. Needless to say, if you either don&#039;t have an army with a good number of these units (or aren&#039;t Beastmen) or aren&#039;t facing any of these, don&#039;t feel compelled to bring a Wizard Lord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyssan&#039;s Wildform:&#039;&#039;&#039; Add +1 to a unit&#039;s Strength and Toughness. Short-ranged and rather tough to cast, but it&#039;s very worth it.&lt;br /&gt;
#&#039;&#039;&#039;The Flock of Doom:&#039;&#039;&#039; Magic missile deals 2d6 S2 hits to one unit. Unimpressive.&lt;br /&gt;
#&#039;&#039;&#039;Pann&#039;s Impenetrable Pelt:&#039;&#039;&#039; Adds +3 to the Toughness of the wizard or any character within 12&amp;quot;, ideal for challenges. &lt;br /&gt;
#&#039;&#039;&#039;The Amber Spear:&#039;&#039;&#039; Gives you a legit S6 bolt thrower with d3 wounds that bypasses armour. That&#039;s metal. Augmenting it makes it even better at S10 with d6 wounds.&lt;br /&gt;
#&#039;&#039;&#039;The Curse of Anraheir:&#039;&#039;&#039; Curses a unit with -1 to hit anything and forcing them to treat all setpieces as dangerous terrain that kills on a 1 or 2.&lt;br /&gt;
#&#039;&#039;&#039;The Savage Beast of Horros:&#039;&#039;&#039; Gives a friendly character within 12&amp;quot; +3 to Strength and Attacks, which can turn your cavalry line or monsters into murder machines.&lt;br /&gt;
#&#039;&#039;&#039;Transformation of Kadon:&#039;&#039;&#039; Turns your footslogging wizard into a flying monstrosity. And it can still hide in your mob. It&#039;s pretty cool, but it&#039;s hampered by all your wizard&#039;s gear suddenly no longer working, meaning that you&#039;ll &#039;&#039;need&#039;&#039; to cast something else on them if they ever hope to survive a fight, presumably before they transform or by another wizard.&lt;br /&gt;
&lt;br /&gt;
===Lore of Heavens===&lt;br /&gt;
&#039;&#039;Attribute: Roiling Skies:&#039;&#039; Any spell you cast on a flying unit takes d6 S4 hits after all the other effects. Note that this doesn&#039;t say anything about what spells it is, so you can use anything to wreck an army of eagles or pegasi.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Iceshard Blizzard:&#039;&#039;&#039; One unit within 24&amp;quot; takes -1 to hit with anything and to Leadership. This is a pretty decent protection, as it can also foil any indirect fire weapons and count as Ice Attacks, so Initiative&#039;s hit too.&lt;br /&gt;
#&#039;&#039;&#039;Harmonic Convergence:&#039;&#039;&#039; Lets a unit re-roll 1s on hits, wounds, and saves. Absolutely worth taking. &lt;br /&gt;
#&#039;&#039;&#039;Wind Blast:&#039;&#039;&#039; Shoves a unit back d3+1&amp;quot; (Doubled to d6+2&amp;quot; on augment). Pretty useful for shoving back a dangerous foe, and it can damage immobile war machines.&lt;br /&gt;
#&#039;&#039;&#039;Curse of the Midnight Winds:&#039;&#039;&#039; The opposite of Harmonic Convergence, an enemy unit  must now re-roll all 6s on hits, wounds, and saves.&lt;br /&gt;
#&#039;&#039;&#039;Urannon&#039;s Thunderbolt:&#039;&#039;&#039; A d6 S6 magic missile with Lightning Attacks, so say FUCK YOU to knights!&lt;br /&gt;
#&#039;&#039;&#039;Casandora&#039;s Comet:&#039;&#039;&#039; A magic blast that doesn&#039;t scatter, but instead has a chance to land each turn, adding more hits and strength to the eventual blast. Don&#039;t be relying on it for actual damage, there&#039;s Fire for that.&lt;br /&gt;
#&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; Urannon&#039;s Thunderbolt +1. After the initial hit, it has a chance to branch off and hit another unit, and then another, and... Look, just fire this into a horde of Chaos Warriors. You&#039;ll never regret it.&lt;br /&gt;
&lt;br /&gt;
===Lore of Light===&lt;br /&gt;
&#039;&#039;Lore Attribute: Exorcism:&#039;&#039; When casting a direct damage or magic missile spell against any units with the Daemonic, Vampiric, or Undead rules, the spell gains another d6 hits. Pretty choice when trying to wipe out a horde of the blighters or shutting up a Lord or Monster.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Shem&#039;s Burning Gaze:&#039;&#039;&#039; Magic Missile that deals d6 S4 hits. &lt;br /&gt;
#&#039;&#039;&#039;Pha&#039;s Protection:&#039;&#039;&#039; One unit is now harder to hit, like an inverse Iceshard Blizzard. This is good, and the augment is better for a big line.&lt;br /&gt;
#&#039;&#039;&#039;The Speed of Light:&#039;&#039;&#039; You want this. You want to make a unit WS 10 and Initiative 10. TAKE IT.&lt;br /&gt;
#&#039;&#039;&#039;Light of Battle:&#039;&#039;&#039; One unit within 12&amp;quot; can immediately rally and auto-pass all Leadership checks this turn. Unless you seriously want that unit to throw itself to death, there&#039;s better.&lt;br /&gt;
#&#039;&#039;&#039;Net of Amyntok:&#039;&#039;&#039; Your only hex, and it hurts harder than Fulminating Flame Cage. The enemy unit must test Ld to move, shoot, or cast, with failure inflicting d6 S4 hits. So not only will you lock up those Hellstriders or Skeleton Archers, you can also fuck them up.&lt;br /&gt;
#&#039;&#039;&#039;Banishment:&#039;&#039;&#039; Deals 2d6 hits of a strength equal to 4+how many other Light wizards are around the caster. This is your immediate slaying spell.&lt;br /&gt;
#&#039;&#039;&#039;Briona&#039;s Timewarp:&#039;&#039;&#039; Ups a unit to Initiative 10, doubles its movement, and adds +1 to Attacks, all of which is yes. Stack with Speed of Light and make your team the ultimate weapon.&lt;br /&gt;
&lt;br /&gt;
===Lore of Shadow===&lt;br /&gt;
&#039;&#039;Lore Attribute: Smoke &amp;amp; Mirrors:&#039;&#039; After casting a spell, your wizard can swap places with another character within 18&amp;quot; of the same unit type (meaning a foot wizard can only join other infantry units, horseback wizards can only join cavalry, etc.). Good at shuffling around characters to were they want to be. &lt;br /&gt;
:*&#039;&#039;&#039;Melkoth&#039;s Mystifying Miasma:&#039;&#039;&#039; A long-range and easy to cast hex, this robs a unit of d3 WS, BS, Movement, or Initiative. The Augment, which is pretty good to cast, has this rob all of them.&lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; One character within 12&amp;quot; flies as if they were in the Remaining Moves sub-phase. Pretty much needed to keep up with cavalry or if you need to throw a hero at a target.&lt;br /&gt;
#&#039;&#039;&#039;The Enfeebling Foe:&#039;&#039;&#039; The enemy unit loses d3 from Strength. Need to remove Greatweapons or Spears from the equation? Need to survive a monster? Throw it on &#039;em.&lt;br /&gt;
#&#039;&#039;&#039;The Withering:&#039;&#039;&#039; The enemy unit loses d3 Toughness. Take the chance and gank the fucker.&lt;br /&gt;
#&#039;&#039;&#039;The Penumbral Pendulum:&#039;&#039;&#039; Draw a 6d6&amp;quot; line in front of the caster. Every model under it must test Initiative or eat a cannonball-tier blast. While this sounds epic and it can totally wreck monsters and war machines, it suffers in terms of precision.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; See that blast template that just scattered? Everyone under it must now test Initiative or DIE. This is on tier with the Purple Sun as ruiners of everyone&#039;s shit.&lt;br /&gt;
#&#039;&#039;&#039;Okkam&#039;s Mindrazor:&#039;&#039;&#039; Okay, this is some high-class business here. This makes a unit use their Leadership when rolling to wound and when figuring out how much armour saves are impacted. If you have a well-disciplined unit of men with good Leadership or within the general&#039;s Inspiring Presence, then you have a unit that can insta-kill anything they touch.&lt;br /&gt;
&lt;br /&gt;
===Lore of Death===&lt;br /&gt;
&#039;&#039;Lore Attribute: Life Leeching:&#039;&#039; Every time a spell kills a model, roll a d6. Every 6 pulls in a die for the power pool. This makes them very useful as an opening act for another spell, be it from this or another wizard.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Signature: Spirit Leech:&#039;&#039;&#039; The wizard and one model must roll d6+Leadership. If the wizard wins, the target takes a number of armour-negating wounds equal to how much the test was failed by.&lt;br /&gt;
#&#039;&#039;&#039;Aspect of the Dreadknight:&#039;&#039;&#039; One unit gains Fear/Terror. Depending on the situation, this might help tip the scales on a fight, especially when combo&#039;d with Doom and Darkness.&lt;br /&gt;
#&#039;&#039;&#039;The Caress of Laniph:&#039;&#039;&#039; One enemy model takes a number of hits equal to 2d6 minus their Strength. These hits all wound on a 4+ and go through armour, making it better for lone models and single champions than against big monsters.&lt;br /&gt;
#&#039;&#039;&#039;Soulblight:&#039;&#039;&#039; An enemy unit takes -1 to Strength and Toughness. While this is pretty good, the augment spreads it to everyone within 24&amp;quot; rather than just one within 24&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Doom and Darkness:&#039;&#039;&#039; One enemy unit within 24&amp;quot; takes -3 to Leadership. Unless you&#039;re taking a unit outside of Inspiring Presence and you have something with Fear or Terror.&lt;br /&gt;
#&#039;&#039;&#039;The Fate of Bjuna:&#039;&#039;&#039; The other Caress of Laniph. Those hits are subtracted by Toughness, but these hits are now wounding by 2+. This is what you want against monsters.&lt;br /&gt;
#&#039;&#039;&#039;The Purple Sun of Xereus:&#039;&#039;&#039; Awwww yeah. This magical vortex forces anyone it passes over to test Initiative or die. Run against any MI or monster-heavy army and watch those tears. And then drink them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Warhammer Army Project]]&lt;/div&gt;</summary>
		<author><name>2A00:23C4:FB85:8D00:F09A:EE7A:A7BC:8650</name></author>
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