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===Heirlooms of Magic=== *'''Runefang:''' 70 points. A Sword that auto-wounds, no armor saves allowed for when you want to call your commander "Count" instead of "General". A much more impressive (and expensive) sword than the Obsidian Blade, but rightfully so. Also you can buy your dude some magic armour to go with it now. *'''Mace of Helstrum:''' 50 points. You get a greatweapon that lets you trade all your attacks for a single S10 hit with the Flaming Attack and Multiple Wounds (D3) special rules. This will make a skaven player fielding the hell pit abomination cry, as not only will you be able to deal up to 3 wounds, but you will also strip it of its annoying regeneration. That is if your underprotected lord survives the abomination's counterattack. Hint: snipe those with the cannons. *'''Armor of Meteoric Iron:''' 40 points. 1+ Armor save, and 6+ Ward Save. The 1+ is very impressive, but 6+ Ward is not, but now wards stack. Take a shield; you already have a 5++, and then add a TALISMAN OF PROTECTION or any other such item to get the max 4++ for only 58 points. A 1+ armor may be good, but any kitted-out challenge character will likely be S6 or higher, inflicting a -3 modifier on your save. And that's assuming no Armor-piercing. You could also consider taking the Dawnstone on a lord that allows you to reroll bad armour saves. Assuming that the enemy is s6 with no AP and lacks magical attacks, this nets you a 3+ rerollable + 5++ save for 65 points. *'''Helm of the Skaven Slayer:''' 15 points. It causes Fear, and if playing against Skaven, it causes Terror. But, all Skaven gain the Hatred special rule when attacking the unit containing the bearer. *'''Shroud of Magnus:''' 60 points. It gives you a 5++ ward save with magic resistance 2, both of which will help protect against spells. It also grants any attached unit immunity to both Fear and Terror, which can keep them fighting against monsters. *'''The White Cloak of Ulric:''' 50 points. Enemies in base contact with bearer have -1 to hit. Also, it confers 5++ ward, which becomes 2++ if a Flaming weapon attacks you. Awesome against Flame breath weapon dragons and the like, including Tzeentch daemons. *'''Van Horstmann's Speculum:''' 40 points. When in a challenge, you swap all (not pick and choose, you must swap all) characteristics with your challenger. Hilarious when you steal a Vampire Lord's characteristics when you challenge him with a mere Empire Battle Wizard. *'''Aldred's Casket of Sorcery:''' The aggressive spellthief's item. This allows you to rob one random spell from an enemy wizard on a 4+ and then use that spell against the enemy as a single-use bound spell with power equal to its basic casting value before vanishing for good. *'''Ring of Volans:''' 30 points. One use only. Choose 1 spell from any of the 8 CRB lores and generate a spell as if the bearer was a Level 1 Wizard. The spell can be cast just like a bound spell, with a power level equal to the lowest casting value. *'''The Imperial Banner:''' 85 points. This allows your boys within 12" to roll 3d6 for all Leadership tests and drop the lowest, which is essentially giving you another general on your BSB. If you're ever in a situation where you'll need morale kept among two fronts while your general's off killing, this is how you keep your gunners in line. *'''Griffon Banner:''' 60 points. Your extra rank bonuses are doubled. However, you can never pursue an enemy and must ALWAYS hold their ground when being charged. Hint: you cannot purse, but your detachments are free to do so. Slap it on your pikemen/spearmen. *'''Banner of the White Wolf''': Knights of the White Wolf only. This grants Fear and then Terror on charges, which is ideal for a unit bent on shattering enemy morale. *'''The Knights Panther Battle Standard''': Knights Panther only. This grants Magic Resistance (2) a strange choice of ability, but it allows them to attack unharried by any Metal Wizards or other mage-fuckery.
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