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===Expansion Magic Items=== '''''Magic Weapons''''' *'''The Eternal Blade:''' 65pts. Adds +1d3 WS, S, I, and A to the bearer each turn. Sounds nice, but this sucks up the majority of your magic item allotment, which means your lord will only be useful in combat. '''''Enchanted Items''''' *'''The Portalglyph:''' 25pts. Grants you the ability to deep-strike a unit of daemons. However, the bearer has to first place it within 12" of themselves and scatter 3d6" (and if they die, it's immediately placed with a 6d6" scatter). After that, the army in reserve can pop in at the end of any movement phase, free to move but not march. *'''Rock of Inevitability:''' 25pts. Let's you place a single auto-fab setpiece. After dropping one wall of chaos-stuff, every turn requires you to roll a d6: a 1-3 is just nothing, a 4 or 5 sets up another wall, and a 6 drops a tower. Now, why would you want this? Because any units from the Forces of Order take a -2 to Initiative whenever they're within 6" of the bearer. '''''Magic Standared''''' *'''Standard of Chaos Glory:''' 60pts. Lets those within 12" roll 3d6 and drop the highest for Instability, which is critical for keeping your armies in place. *'''Banner of Infernal Fire:''' 35pts. A standard with a bound PL5 spell. This spell deals d6 flaming S5 hits to all units within 6", regardless of engagement. *'''Great Icon of Despair:''' 40pts. All who see the icon suffer -1 to Leadership. Honestly kinda meh, especially since it doesn't affect those with Immunity to Psychology. *'''Banner of Unholy Victory:''' 40pts. The bearer's unit gains a +d3 to combat resolution, no strings attached. *'''Great Standard of Sundering:''' 50pts. This is the anti-mage standard. Not only does it inflict a -2 penalty to casting rolls for one roll you determine (critical for nerfing any magic-dependent builds), but it also forces miscasts for Lore of Light spells if the casting roll is double 1s or 2s. ====God Spacific==== Khorne *'''Firestorm Blade:''' 25pts. Bit of a niche, it lets the bearer re-roll to wound and grants flaming attacks. More of interest on a Herald. *'''Blade of Blood:''' 15pts. The bearer gets +1 to Strength and Killing Blow. Not too bad for the cost. *'''Skull Totem:''' 25pts. The bearer's unit marches at triple their movement speed. DAMN THESE BOYS FAST. Tzeentch *'''The Chromatic Tome:''' 25pts. Lets you and your enemy re-roll their Winds of Magic Die. Sure, it might screw you over, but sometimes you just wanna stop a bad Chaos Storm from brewing and Tzeench focused list wants to always have lots of power dice. *'''Wand of Whimsy:''' 30pts. Any time the bearer casts or dispels, roll a d6; on a 5+, the bearer adds +1 to S and A for the rest of the game. If you really want a murderous magical Prince or lord of change, this is your pick. *'''Icon of Sorcery:''' 25pts. The bearer adds +1 to their casting attempts. Shame that Tzeentch lore just...isn't that desirable. Nurgle *'''Staff of Nurgle:''' 35pts. PL5 bound item with Rancid Visitations from the lore of Nurgle. With the nerf to heralds and only getting Lv2 through a GUO, the staff has gone greatly up in usefulness. *'''Standard of Sweeping Decay:''' 25pts. Lets the attached unit re-roll to wound, which is very handy. Slaanesh *'''Etherblade:''' 25pts. Ignore armor and reroll enemy ward saves. Pretty damn vicious, but it bites into half the Herald's magic item allotment. *'''Torment Blade:''' 5pts. If the bearer deals any unsaved wounds against an enemy in combat, the enemy must test Leadership or else be forbidden from attacking. Jeez, this thing is ruthless. *'''Siren Standard:''' 25pts. Forces any enemies charged by the bearer's unit to only react by Holding. Pretty useful for both Khorne and Slaanesh.
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