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==Special Items== ===Weapon Enchantments=== '''Omen of the Apocalypse:''' 125pts. hand weapon only. Before you attack, roll 1d3, add that to the number of attacks, str, and AP this round of combat. A nice little buff, not worth the points. Just take a great weapon. '''Maza's Zappin:''' 50pts. Bow enchantment, it gains Aim (2+), shots 3, str/ap as user. On the right character it can be buffed to insane levels (orc warlord with this, str 5 ap 2 bow shots). Take it, it's so worth it. '''Shady Shanking:''' 50pts. Gain lightning reflexes, lethal strike, and rerolls failed to-wound rolls in duels. A good assassin weapon for a duel monster. ===Armor Enchantments=== '''Tuktek's Guard:''' 55pts. +1 resilience and attacks with lethal strike lose that when attacking this model. A great defensive tool for your characters. ===Banner Enchantments=== '''Mikinok's Totem:''' 95pts. at the start of each round of combat choose one piece of special equipment carried by a model in a unit in base contact with this one, for this round of combat it doesn't work. Can cripple the defenses of a critical character or make that unit unable to grind through your units. '''Green Tide:''' 45pts. up to 3 of these per army. Gain fight in extra rank. Fight in Extra Rank is cumulative, take it on a BSB and the standard bearer on a brick of spear goblins for 6-7 ranks of attacks to the front. ===Artefacts=== '''Crown of the Cavern King:''' 90pts. All goblin models in the same unit gain vanguard and feigned flight. If the bearer is general or BSB they increase the range of their relevant effects by 6". A good buff and allows you to be in your opponents face quickly. '''Skull Fetish:''' 70pts. Wizards only. At the start of friendly magic phases you gain X veil tokens where X is equal to the number of friendly units in combat minus the number of friendly fleeing units. Max 3, minimum 0. Not as consistent as other token farming tools, but can make the difference in late game magic phases. '''Troll Ale Flask:''' 30pts. The bearer can barf like a troll instead of their normal attacks. Take on a mage so they can be scary in combat. '''Pan of Protection Pinchin':''' 40pts. When the bearer is wounded they can use the armor and/or special save of the model that inflicted the wound instead of their own. Can make your goblins surprisingly tanky against the right duel monster. {{The-9th-Age}} [[Category: The 9th Age]] [[Category:The 9th Age/Tactics]]
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