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==Magic Items== ===Weapon Enchantments=== '''Divine Judgment''' 80pts. Lance only, adds devastating charge (multiple wounds d3+1) and becomes magical attacks. A steal at 80 points and in an army that should plan on charging anyways, this gives you an average 3 wounds per attack on the charge. '''Tristan's Resolve''' 50pts. hand weapons only. +1 str, ap, and attacks. After determining the number of successful hits (not wounds) with this weapon, you may discard one of those hits and instead destroy a weapon enchantment carried by the hit model. A good general buff and makes your character a monster to be in combat with because he not only will slam like a KoE character, but will also cripple enemy characters. '''Wrymwood Core''' 40pts. Lance only, the wielder gains a beefy breath attack and attacks with the weapon gain flaming attacks and magical attacks. A great general enchantment. ===Armor Enchantments=== '''Crusader's Salvation''' 100pts. Heavy armor only, +1 armor and reroll failed armor saves. Pumps your character to that 1+ save on the warhorse and rerollable too. Is a great armor piece. '''Faith of Percival''' 60pts. Shield only, Aegis +1 (max 4+) and attacks against the bearer with divine attacks lose that attribute. Makes your character incredibly durable. '''Fortress of Faith''' 60pts. Shield only, to-hit, to-wound, and armor saves of 1 must be rerolled. Another good buff, especially seeing as your characters tend to have a 2+ save. '''Uther's Conviction''' 50pts. Heavy Armor, +1 armor and Aegis (+1, max 4+, but only AP 6 or more). Just sack up and take Faith of Percival, it will serve you better. ===Banner Enchantments=== '''Banner of the Last Charge''' 110pts. Cavalry models in the bearer's unit gain Impact Hits (x) where x is the number of full ranks in the unit. The impact hits are str 4 and AP 1. If you really stack up, you can get Impact hits (5) onto the models, which translates to 15 hits on a knight lance charge. It is only R&F cavalry, so don't waste characters in this unit. '''Oriflamme''' 65pts. Not Core units, the bearer gains fear and enemy units in base contact cannot benefit from rally around the flag. Helps a unit break units, depending on the opposing army will be more or less effective. '''Banner of Roland''' 50pts. The bearer's unit gain Aegis (+1, max 4+ vs shooting attacks) and enemy units cannot declare stand and shoot reactions against the unit. Makes a unit incredibly scary to a gunline army. Even cannons will have trouble cracking a unit with this. '''Banner of the Green Knight''' 35pts. 2 per army. One use only, when used the unit gains +2" march and ghost step. Better than banner of the relentless company and gives you incredible maneuverability being able to move through terrain and friendly units with ease. ===Artefacts=== '''Black Knight's Tabard''' The first time the bearer is reduced to 0 hp, resolve any other hits from the same phase (unit shooting, magic spell, melee initiative step), then set the bearer to 1 hp and give them Aegis 3+ until the end of the turn. Your army already has good survivability, but if you are spooked about your characters surviving this will do the trick for a turn. '''Storm Clarion''' one use only. Activate at the start of any player turn, enemy units cannot use flying movement this turn. Situation on who you are fighting, but can cripple the movement of some armies. '''Crystal of the Valiant Charge''' Wizard only, one use only. Activate at the start of your opponent's magic phase, you steal veil tokens from them equal to the number of friendly units in close combat within 18" from the bearer. You usually want your Damsels near the fighting anyways to support your knights or peasants so you should be able to consistently get 3-4 veil tokens out of this. '''Wafers of Penitence''' Wizard only, one use only. After rolling a dispell attempt, you may use this item and add 2 to the dispell total. A small but significant swing that can help you control magic phases on crucial turns.
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