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Warhammer Army Project/Pirates of Sartosa
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==Lore of the Deep== ''Lore Attribute: Kiss of the Deep:'' A follow-up insult to any offensive spells you make. After resolving a Lore of the Deep spell's effect on an enemy, they also suffer d6 S1 hits that bypass armor. Peppers in an extra kill or two on each spell casted, including the hexes. :*'''Signature: Tidecall (CV 8):''' Your caster uses an S2 breath weapon, which also forces any enemy they hit to take -d6" to their movement, and they get disrupted. It has a chance of saving you from an infantry charge and buy more time to shoot them dead. #'''Denizens of the Deep (CV6/9):''' A basic magic missile, Your ''The Flock of Doom'' spell that deals 2d6 S3 hits (+ the damage from Kiss of the Deep) to an enemy unit within 24" (48" if boosted). You only have foot wizard unless buddy up with a Shadow Sorcerer with ''Shadow Steed'' or take The Boots of Flight or Arabyan Carpet. #'''Eye of the Storm (CV 8):''' This augment buffs the wizard's unit, making anyone nearby take d6 S5 hits at the start of the next magic phase. This also makes all shooting take -1 to hit the unit (and can even foil anything that auto-hits). This penalty is also imposed on the unit itself. #'''Watery Grave (CV 9/12):''' One enemy unit within 18/36" is now always in dangerous terrain. For every 4" that unit moves, you make the odds of them failing the check improve by +1, which will seriously fuck over any cavalry or beasts. #'''Fog of the Damned (CV 10/13):''' One enemy unit within 24" (48" if boosted) is now constantly suffering a -1 penalty to WS and Ld. '''ALWAYS'''. This will require a wizard to spend a precious die to dispel if they don't do it the first time. A point of WS combined with Dirty Fighting and other spell debuffs could mean something if your pirate has to fight something. The more important part is that -1 to Ld can mean the difference between a unit holding ground for the remainder of the turn or fleeing. #'''Stromfels' Jaws (CV 14/17):''' You have a small pieplate artillery (large if overcast) with a range of 18" and scatter d6". Anyone inside the template eats an S5 hit with Multiple Wounds d3. It can be another means of taking out Calv and monsters. #'''Kraken's Pull (CV 15/25):''' Magical Vortex. All models it passes over must pass a Strength check or take a wound that bypasses armor, and the survivor's movement is reduced by half. Effective at clearing enemies and giving the handguns more time to shoot (if the vortex moves how you want it).
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