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===Weapon Enchantments=== Weapon Enchantments upgrade a piece of mundane weaponry, meaning that the weapon follows the rules for both the mundane weapon and the enchantment placed upon it, with all weapons conferring Magical Attacks. Models may only have one weapon enchantment and must use the enchanted weapon even if they otherwise wouldn't (e.g. a model with an enchanted hand weapon equipped with another weapon or a model with the Weapon Master special rule). Weapon enchantments can apply to a specific weapon (e.g. lance only) or a category of weapons (e.g. close combat weapons). Always note on your army list what specific weapon is enchanted. *'''Blessed Inscription:''' Melee weapons only. The weapon gains divine attacks and re-rolls failed to-wound rolls, some massive gifts for a massive cost. Great for landing wounds on models, especially demons or other Aegis happy buggers, but will not help the model with armor penetration. *'''Hero's Heart:''' Hand weapons or paired weapons only. +1 attack, Strength is set to a minimum of 5 and AP is set to a minimum of 3. A handy weapon that will cover a lot of bases for your weaker heroes. *'''King Slayer:''' Melee weapons only. +X to attacks, strength, and AP, X is equal to the number of enemy characters in base contact with the wielder's unit. Against armies like OnG or VS where many cheap characters are the norm, this item can throw down. Be warned your opponent will know what you're doing and will avoid the wielder. *'''Titanic Might:''' Melee weapons only. +3 strength. Note that it is only strength, not AP. Your model will have an easier time wounding enemies, but will not help them penetrate armor. *'''Touch of Greatness''' Melee weapons only. +1 strength and AP, but no more than +2 to each when combined with the mundane weapon profile, meaning no +3 great weapons. When used with a lance it will be capped at +2 during the charge but will still be +1 afterwards. *'''Shield Breaker:''' Melee weapons only. The weapon gains +6 AP but cannot wound on better than 3+. Handy for opening up some heavy cavalry, use on a model with many attacks to outdo the downside. *'''Supernatural Dexterity''' Melee weapons only. +2 offensive skill and Agility. Handy for a squishy guy who otherwise wouldn't be able to hold their own. Note that the agility boost won't help with a great weapon. *'''Cleansing Light:''' Melee weapons only. At the start of each round of combat the bearer may choose to gain flaming attacks for the round. Simple and flexible.
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