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====Arcanum==== All variants in the GHB 2019 received a 20 point decrease but is canceled out by the increase in Sequitors if you take 10 or more of them. Only really beneficial to lists using an Arcanum for spawning endless spells and no Sequitors (Even then, Incantor is still usually the better option). *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum.pdf Lord-Arcanum]:''' (155pts) A wizard and Leader of the Sacrosanct Chamber and has a few abilities. Solid in a fight compared to most wizards in the game, but then again stormcast wizards tend to be less pure spellcasters as much as characters who just so happen to cast spells. Once per turn, he can heal a recently slain Stormcast model (that is not himself) back to 1 wound allowing him to hold the line longer or crawl back to the nearest Cleric (this does not count as having been slain, so no blowing up stormcast and stuffing them back in their armor to keep fighting anyway). For spells, he has Thunderclap, which subtracks 1 from an enemy unit's hit rolls. He can move predatory endless spells he controls an extra 6" in addition to their movement speed, which makes him pretty good as a Endless Spell caddie. All in all, the Lord-Arcanum acquits himself as a decent middle-of-the-road wizard, and he's definitely the one you want to be casting your predatory endless spells. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Stormcast_2018.pdf Lord-Arcanum on Gryph-Charger]:''' (195pts) Came from the Soul Wars box, now only available bundled with an Evocator-Prime. The medic of the Arcanum. Like other Gryph-Charger, his movement increased to 12", Gaining 3/+3/+3/-2/D1 Beak & Claws, and the same Aetherstave as the default Lord-Arcanum It also gains the ability to '''Ride the winds Aetheric''' which lets it essentially redeploy instead of move. It has a different Unique spell that Heals D3 wounds on a Stormcast Model and D6 instead on a cast of +8, this spell can make him good friends with Dracoths. Unfortunately, with the loss of his unique command ability, this Lord-Arcanum is somewhat rudderless compared to his counterparts. While previously you wanted him to stick with either the Sequitors or Evocators to give them free empowers, or to let the sequitors pick both of their channeling abilities, that's all gone now. Keep him with your Battleline, where he can support them as a wizard, and heal your troops as well. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_on_Celestial_Dracoline.pdf Lord-Arcanum on Celestial Dracoline]:''' (200pts) Mounted for offense and would lead Evocators on Dracolines. Similar to the Gryph-Charger stats but has one less in rend, but makes up for it by increasing its Claws damage to d3. Dracolines also subtract 1 from enemy Bravery. Its unique spell creates a 12" line that inflicts a Mortal wound to an enemy unit on a 5+ for each of its models that falls under the line. Its unique aura Gives +1 attack to the Claw weapons of nearby Evocators mounted on Dracolines. If you're running Evocators on Dracolines, you might want to consider bringing this Lord-Arcanum to lead them into battle. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Tauralon.pdf Lord-Arcanum on Tauralon:]''' (MONSTER, 285pts) A Lord-Arcanum Riding a flying Ram that has a similar weapons profile to the Dracoline but with one more attack. The Tauralon gives a +1 to hit for Stormcast and Cities attacks so long as he's within 3" of them.. His Unique spell deals d3 mortal wounds to on a 4+ to enemies within 3" of a point you pick. The Lord-Arcanum on Tauralon has become somewhat unfocused, having lost much of the utility that it once had (and now only being able to cast one spell. Kind of an unnecessarily cruel nerf to the Master Wizard of the Sacrosanct), and its previous buffs to shooting now requires him to stay next to whoever you want him to buff. Instead now consider taking this Monstrous Rampage-y caster into combat, where he's capable of causing up to 20 wounds across 8 3+/3+/-1 attacks, which benefit from his own +1 to hit aura if he made a normal move before charging in, and then granting it to your other units that he's fighting alongside.
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