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The 9th Age/Tactics/Old/Dread Elves
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==Magic Items== ===Weapon Enchantments=== '''Death's Kiss''' on foot and great weapons only. +1 str/ap and multiple wounds (2). A great choice, will be very consistent for your character and will scare anything from getting too close to him. '''Transcendence''' The weapon gains lethal strike, but that's not why you take it. For each unsaved wound inflicted by this weapon it gains +1 str/ap for the rest of the game (capped at +2). A win more option, your already scary characters will only get scarier as the game goes on. '''Moraec's Reaper''' The wielder's attacks are always at least 4, str at least 4, AP at least 3, gains death trance, and for each unsaved wound this model inflicts you gain a veil token. A strong choice for its cost and works great on your spellcasters to make them scary in combat, your characters will have better attacks/str/and ap than the weapon offers. ===Armor Enchantments=== '''Terrifying Visage''' Shields, the bearer gains distracting. Your characters already have great armor, making them unlikely to be hit is the perfect defensive bonus. '''Seal of the Republic''' Does nothing at the start of the game, but for each unsaved wound the wearer deals in melee they gain +1 armor for the rest of the game. Another win more option, but you need the armor for first turn shooting, not for turn 5 combat. ===Banner Enchantments=== '''Banner of Gar Daecos''' all friendly units in the same combat as the wielder gains death trance. Helps your flank chargers break the enemy on first turn. '''Banner of Blood''' models in the bearer's unit gain devastating charge (+1 attack). Incredibly powerful for obvious reasons. You should plan on breaking your enemies on the charge and this banner will make that happen. '''Academy Banner''' +1 AP during the first round of combat. Elves tend to have trouble punching through tougher models, but this is essentially a better rending standard to help you do just that. ===Artefacts=== '''Midnight Cloak''' The wearer has devastating charge (multiple wounds (d3)) and Aegis (3+ vs ranged attacks). Helps your character stay alive out on the field and helps them murder when they close in. '''Pendant of Disdain''' The bearer gains Aegis (4+ vs strength 5 or more). Situational, but is the biggest middle finger to armies like ogre khans. '''Ring of Shadows''' all models in the bearer's unit gain hard target and enemy attacks suffer -1 offensive skill. Helps your blades of nabh get into melee. '''Beastmaster's Lash''' Friendly gigantic models nearby get to maximize the number of stomps roll. Enemy gigantic models minimize their stomp rolls. If you even have one monster, this item is worth it. '''Wandering Familiar''' The bearer can drop the familiar up to 6" away and cast spells from the familiar's location. Your wizard can hide behind obscuring terrain and blast the shit out of your opponent from around the corner. '''Amulet of Spite''' Before each friendly magic phase you gain a magic die, before each enemy magic phase you discard a magic die. Helps your magic do its thing better, you shouldn't worry too much about losing out on a single die for dispells, pick one spell your opponent has and throw all dice at that one. Will help you blast magic phases to the next level. '''Elixer of Shadows''' one use only, assassin only. for one round of combat the bearer gains divine attacks and rerolls failed to wound rolls in melee, but loses 1 health at the end of the phase. Helps your assassin do their jobs faster at the cost of killing them a little. [[Category:The 9th Age/Tactics/Old]]
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