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===Vaul's Forge=== *'''Blade of Leaping Gold:''' 55pts. Your sword grants three extra attacks and all 6s to wound ignore armour. All in all, a decent sword. 15pt upgrade to the Sword of Bloodshed. Tough sell when elves need more strength. *'''The Reaver Bow:''' 30pts. Longbow with S5 Piercing 1. For 30 points, this is quite good for an archer prince. 5 points more expensive and now constantly hits at str 5. No longer able to cheese with a Potion of Strength. *'''Shield of the Merwyrm:''' 15pts. Shield, Gain Parry(5++). Due to general rule changes, everyone's favorite BSB combo went from blue-chip to useless. With the addition of Elven Grace and mundane shields still getting a ward save when paired with magic weapons, this item is terribad. Seeing a power and price reduction to compare with the power of taking a enchanted shield and talisman of protection for a +4 Parry most of the time, +6 Ward all the time, and +2 Armor on foot with Heavy/Dragon Armor. *'''Shadow Armour:''' 25pts. Only works on foot, Medium armour that gives a footslogger scout and strider. Did you want your Mounted Noble to be one-elf destruction? Strider is nice in itself, but unless you're going with Shadow Warriors, he'll be on his own if you use Scout. *'''Golden Crown of Atrazar:''' 20pts. It gives a single 2++ ward against the first hit suffered before it breaks which also ignore Killing Blow or Multiple Wounds. Nice way to spend points as it essentially buys you another wound during a duel between character killers. *'''Moranion's Wayshard:''' 25pts. Model on foot only, Gives ambusher and hands it to a 30-man unit of spearmen/archers/warriors that the wearer joins. A unit that can hold its own behind enemy lines? Yes, please. *'''Gem of Sunfire:''' 15pts. A single-use gift that adds +1 to wound with all attacks and spells with flaming attacks. *'''Khaine's Ring of Fury:''' 35pts. Bound PL3 Soul Quench. Pretty handy to back up a mage who picked Drain Magic or another lore altogether. Soul Quench as a bound spell with 3 to cast. The best thing about this is the Ward save you get at the end, but a cheap magic missile is good too. 5 points more than 8e for the bearer to have +1 to hit and wound on all his/her(and mount's) FLAMING missile, close combat, and spells. Mandatory on a Dragonmage, otherwise pass. *'''Cloak of Beards:''' 15pts. Gives fear, while dwarfs are terrified of it while also hating the wearer. On top of this all, the wearer has a chance to break any magical items they're b2b with. 15 points to cause Fear is brilliant. Against Dwarfs, it causes Terror instead and blows up their magic items, but gives them Hatred against you. With the removal of Ancestral Grudge rolls, this has become less of a no-brainer as the Dawi aren't going to hate your Lord 100% of the time and your Characters 66% of the time. *'''Book of Hoeth:''' 60pts. Reroll a single die that doesn't roll a 6 during casting/dispel checks. Overcosted at 60 points. 60 points to reroll one dice for casting and dispel attempts that are not 6s. It gives you an even greater magic edge than in 8e as miscast are from double ones, making this an auto-include for your favorite Archmage. *'''Banner of the World Dragon:''' 40pts. The old classic has been worked over. While it retains the 12" aura of stubborn for dragons, it loses the 2++ ward against spells for Magic Resistance 5, a means to protect the unit from things that aren't missiles. 10 points cheaper and trades the cheese +2 ward against magical for Magic Resistance (5). Still, an auto-include, but people other than Ogres & O&Gs will finally play with you.
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