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===<span style="color:#01bbe3;">Wanderers Artefacts</span>=== *'''1: Falcon of Holthaven:''' Any time an enemy unit ends its normal movement within 12" of this unit roll a die, on a 4+<sup>GHB2018</sup> that unit takes a mortal wound. Opponents who run lots of MSU will suffer the most against this. Though it largely depends on the general you take, since it works best when you are surrounded by lots of units, which means putting your hero somewhere uncomfortable, so be sure to hug that board edge ready to redeploy when things get hot. *'''2: Starcaster Longbow:''' In your shooting phase, pick a unit within 20" of this model and roll a die. On a 2+ that unit takes a mortal wound, on a 6+ the unit instead takes D3 wounds. Not game breaking, but a perfectly reliable way of ensuring you cause wounds every turn. *'''3: Splinterbirch Blade:''' an upgrade for one of your melee weapons. As of the General's Handbook 2018, this now simply improves the Rend value of a weapon by 1. This is arguably more useful than its earlier incarnation, in that it is more likely to hurt an opponent, though the other relics are probably better. *'''4: Wending Wand:''' Once per game, any unit returning to the table using the ''Realm Wanderers'' rule can instead arrive within 18" of this character that is along ''any'' board edge. **Operates like the inverse of the Stalker of the Hidden Paths command trait, bringing a unit to your character rather than spreading units away from them. Not helped by the fact that it can only be used once per game. Best use of this ability requires your character to get across the board before it really becomes useful where he can bring a unit to them if they get stuck in a jam. For it to really do its job you'll want a powerful unit like Rangers or a massive unit of Glade Guard to hang back ready for redeployment, though if you're keeping units away from battle your opponent may see right through this and screw you first. *'''5: Viridescent Shawl:''' Adds +1 to the casting rolls of '''WANDERER WIZARDS''' within 9" of this model. In addition, enemies must subtract 1 from hit rolls when targeting this model in the shooting phase. Great to combine with a Waywatcher for a -2 to get hit in the shooting phase, or for creating a support hero if you play lots of casters. *'''6: Forget-me-Knot:''' Once per battle, in any combat phase, pick an enemy '''HERO''' within 3" of this model. That hero may not pile in, attack or use any abilities this phase. Fantastic for shutting down enemy generals for a turn; this artefact is particularly useful on your melee heroes like the Nomad Prince or the Waystrider because they are the only ones you really want to get that close.
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