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The 9th Age/Tactics/The Vermin Swarm
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==Magic Items== ===Weapon Enchantments=== '''Secrets of the Doom Blade''' Tyrant only, Str 10, AP 10, multiple wounds (d6) and divine attacks. The scariest weapon in the game, but at the end of each turn he takes a toxic hit. Also takes the entirety of his magic allowance forcing you to rely on his mediocre mundane equipment to keep him alive. '''Swarm Master''' The wielder has 3d6 attacks but at only str 3 AP 1. Not a bad weapon and can be a nasty surprise when your opponent didn't expect your chief to have 12 attacks. '''Darkstone Shot''' Ratlock pistol or Jezail only. Shots +1 and natural 6s to wound gain multiple wounds d3. The Jezail is scary enough on its own and more shots means more hitting yourself as well. The pistols already have more shots and can better force the 6s. ===Armor Enchantments=== '''Putrid Protection''' +2 armor and successful armor saves in melee inflict 1 toxic attack against the enemy. A good survival choice and some melee slams as well. '''Net of Deception''' The bearer gains distracting and one model part in base contact suffers -1 attack. Can be a nasty way to shut down a mean character. '''Seal of House Underminer''' You get a +1 to pick deployment zones and one terrain feature on your side becomes dangerous terrain (2). If you have a big gunline this can shut down flanking. ===Banner Enchantments=== '''Lightning Rod''' one use only, activate at the start of enemy turn. All of your units gain hard target (1) and flying movement cannot be used this turn. Can shut down enemy shooting enough for your melee bricks to move up. '''Aquila of Ruin''' Rats-at-Arms only. They add +2 to their maximum rank bonus for combat score (up to +5 instead of +3). Will help your rats do what they are already doing. '''Banner of the Endless Swarm''' If this unit has more ranks than the unit it is in combat with, it gains fight in extra rank, if it has double or more the ranks of the enemy, it gets 2 instances of fight in extra rank instead. Again, will help your rats at doing what they are already doing. You should have blobs of 60 rats with a character or two in there so 8ish ranks of 7 should do the trick. ===Artefacts=== '''Multifocal Eyepiece''' Machinist only. You may choose during the shooting phase a weapon team within 3" of the bearer, they gain +1 to-hit. The short range and limitation to weapon teams makes it weird to make work but not difficult. Now your 3d6x2 shots will be hitting that much more. '''Second Awakening''' When casting a damage spell with a random number of hits, you may reroll all of the dice used to determine the number of hits. Makes your blaster spells more consistent. Wrath of God makes use of this. '''Crown of Succession''' When your general dies the bearer of this item gains commanding presence. Can be a good fallback option, but you should just invest more in your general not dying. '''Focusing Stone''' Whenever a friendly unit within 24" of the bearer hits in the magic or shooting phase you may discard veil tokens to give hits a +1 to wound. Multiple veil tokens may be discarded, each one gives a +1 bonus to a different hit. Makes your magic and shooting scary and consistent. '''Sceptre of Vermin Valour''' The bearer gains stand behind, your wizard doesn't have to be in the thick of it all. '''Scurrying Veil''' The bearer has his march rate set to 20" and can move through friendly units during the charge and movement phase. If you have a sneaky wizard or assassin this can allow you to set up nasty surprises. {{The-9th-Age}} [[Category: The 9th Age]][[Category:The 9th Age/Tactics]]
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