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===Treasures from the Necropolis=== '''''Weapons''''' *'''Blade of Antarhak:''' 50pts. A defensive magic weapon, this expensive god-send can keep a flimsy tomb king alive for those vital few turns at the cost of a potential strength boost, useful when gearing a Tank King. *'''Destroyer of Eternities:''' 40pts. Tomb King on foot only. the Greats Aim is to give you a fighting chance against monsters, what more could you want? Well, we could actually do with a few extra points to spend on something too, well... keep that 270 point lord alive. With little access to armor, having 60 points left isn't much to spend on protection, especially since the glittering scales are 25 points. A tomb herald can potentially take some of the fire but he can only soak one wound per turn. Other than that, the tomb king can wallop away with a one-handed S7 sword that dices monsters for lunch. '''''Armour''''' *'''Scorpion Armour:''' 40pts. While this is no stronger than the default light armour available, this is your means of keeping a unit hanging as long as possible, minimizing all wounds suffered when factoring Combat Resolution. '''''Talisman''''' *'''Collar of Shapesh:''' 25pts. This lets you shove unsaved wounds the wearer suffers onto other models in the unit. This means that you can turn that whole unit of skeleton warriors into a wall of ablative wounds, though you must make sure that the unit keeps itself together. '''''Enchanted Items''''' *'''Golden Death Mask of Kharnut:''' 50pts. The Deathmask is quite an expensive item for what it does, making it take up all of a Herald or Prince's allotment and half for a Lord. This item is vital for breaking through an opponent line and into his rear, as it prevents a unit from using the general's "Inspiring presence" and the BSB's "Hold your Ground", thus rendering a unit horrifically vulnerable to failing a LD test and subsequently run down. It is because of this, the Deathmask is a favored item to equip a Tomb King mounted on a chariot, who can ensure that the unit of chariots he is leading will break and run down any unit they charge. *'''Cloak of the Dunes:''' 35pts. Infantry character on foot only. Flying(10). It wouldn't be so bad if you could join flying units and perhaps move more than 10' a turn, the flyby damage is nothing more than a gimmick due to the low number of low strength hits which are only really useful against light units, which you should be avoiding with solo characters in the first place. **9ths change to which tomb kings units can march, means a Prince or Herald can fly 20", though how to make that useful still needs theory crafting. **grants greater mobility to a lich priest than a skeleton horse and less restrictive than an ARABYAN CARPET. '''''Arcane Item''''' *'''Neferra's Scrolls of Mighty Incantations:''' 30pts. An insta-cast item which is only really effective on high-level liche priests, however, a higher level also increases the chance of a miscast. If you need something to happen so badly that it's worth causing your liche priest to combust, chances are it's a one-trick pony and shouldn't be considered in the first place. *'''Enkhil's Kanopi:''' 15pts. Not a bad curveball for being cheap, a bound spell that can likely dispell all other 'remains in play' spell and gain D3 power dice for each. It's situational but 'remains in play' spells have become more common in 9th. This will Desentives players to pick up those spells in the first place, especially punishing heroes with the lore of Shadows. '''''Magic Standard''''' *'''Banner of the Hidden Dead:''' 60pts. A little bit tricky since you're sending a unit to EBTS, but thankfully this permits a nominated unit and any other EBTS gets to re-roll theirs scatters. However, this demands that the standard bearer be alive, as killing them kills the unit you nominated as well. *'''Standard of the Undying Legion:''' 30pts. Bound Spell (PL 5) that raises D6+2 Dead models. Pricey and a competent opponent will throw Dipsell dice to never let it activate (which means it's ridiculously useful). Putting it on a Tomb Guard unit is a good choice, even if it only accomplishing drain enemy Dispel dice, but NECROPOLIS KNIGHTS and Skeleton Chariots can also take it, raising 1 to 2 dead expensive models.
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