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PostPosted: Sun Jun 13, 2010 4:17 pm 
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Location: Germany
I tried and gathered some more informations, this time all about the new magic items. Since I am from Germany, I write just down the German names of the items.

Magic Weapons
Riesenklinge (Giantsblade) 60 pts
Strength +3 at close combat
Schwert des Blutbades (Sword of Bloodbath) 60 pts
Bearer gains 3 attacks
Obsidianklinge (Obsidianblade) 50 pts
Wounds with this weapon ignore armour saves
Ogerklinge (Ogerblade) 40 pts
Strength +2 at close combat
Schwert des Haders (Scword of quarrel) 40 pts
Bearer gains 2 attacks
Duellklinge (duelblade) 35 pts
Weapon pair, bearer has weapon skill 10
Heldentöter (Heroslayer) 30 pts
Bearer gains 1 attack and strength for every character model that is in base contact with him or his unit. Bonus is calculated at every the beginning of the close combat
Zauberraubklinge () 25 pts
If a wizard his wounded with this sword, he will lose one random spell for each wound
Schlachtenkling () 20 pts
Bearer gains 1 attack
Schwert der Macht () 20 pts
+1 strength in close combat
Berserkerschwert () 20 pts
Bearer gains frenzy and can never lose it
Goldenes Siegelschwert () 15 pts
Attacks are done with initiative 10
Behände Klinge () 15 pts
Bonus of +1 to hit
Reissende Klinge () 10 pts
Attacks are armour piercing
Reliquienschwert () 10 pts
Attacks with this sword wound always on 5+, or better if one would wound normally on a lower score.
Kreischende Klinge () 10 pts
Bearer causes fear
Schwert der Pein () 5 pts
Monster or character that loses one or more wounds to this sword, will suffer from stupid
Kriegerfluch () 5 pts
Monster or character that loses one or more wounds to this sword, will lose one attack (but will keep at least one attack)

Magic Armour
Rüstung des Schicksals () 50 pts
Heavy armour, 4+ ward save
Schurkenhelm () 50 pts
Armour save is better by 1, enemy has to re-roll successful wounds
Silberstahlrüstung () 45 pts
Armour save 2+, can not be further improved
Rüstung des Glücks () 35 pts
Heavy armour, 5+ ward save
Helm der Zwietracht () 30 pts
Armour save is better by 1, enemy character model has to pass a leadership test, if it fails, it can not attack and will be hit automatically
Glitzernde Schuppenrüstung () 25 pts
Light armour, foes hit chance is reduced by 1 in close combat
Schild des Ptolos () 25 pts
Buckler, 1+ armour save against missile attack (Beschussattacken)
Zauberspruchshild () 20 pts
Buckler, bearer gains magic resistance (1)
Rüstung des Glücksritters () 20 pts
Heavy armour, 6+ ward save
Drachenhelm () 10 pts
Armour save is better by 1, 2+ ward save against fire attacks
Verzauberter Schild () 5 pts
Buckler, Armour save is better by 2
Glücksbringender Schild () 5 pts
Buckler, only one use, first hit will be ignored by 2+

Talisman
Talisman der Bewahrung () 45 pts
Bearer gains 4+ ward save
Grosser Obsidian () 45 pts
Bearer gains magic resistance (3)
Talisman der Ausdauer () 30 pts
Bearer gains 5+ ward save
Obsidian Amulett () 30 pts
Bearer gains magic resistance (2)
Dämmerstein () 25 pts
Bearer re-rolls missed armour saves
Opalamulett () 15 pts
Only one use, 4+ ward save against first wound
Obsidiananhänger () 15 pts
Bearer gains magic resistance (1)
Talisman des Schutzes () 15 pts
Bearer gains ward save 6+
Samen der Wiedergeburt () 10 pts
Bearer gains 6+ regeneration
Drachenfluchstein () 5 pts
Bearer gains 2+ ward save against fire attacks
Federrupfanhänger () 5 pts
Bearer gain 5+ ward save against models with rule “flying”
Glücksstein () 5 pts
Only one use, Bearer can re-roll one missed armour save

Magic Standard
Standarte der Mordlust () 55 pts
Unit can re-roll attacks
Heulende Standarte () 50 pts
Unit causes horror
Waldläuferbanner () 50 pts
Unit gains “terrain knowledge???”
Klingenstandarte () 45 pts
Unit gains armour piercing
Kriegsbanner () 35 pts
+1 on combat outcome
Banner der Eile () 15 pts
+1 on movement range
Knochenstandarte () 15 pts
Magic resistance (1)
Standarte der Disziplin () 15 pts
+1 on leadership, but can not use the generals leadership
Banner der Ewigen Flamme () 10 pts
Unit causes fire attacks
Strahlende Flagge () 5 pts
Only one use, unit can re-roll first muffed (?) leadership test
Vogelscheuchenbanner () 5 pts
Unit causes fear on all units with “fyling”

Wizard Arcana
Buch von Ashur (Book of Ashur) 70 pts
Bearer gains +1 on his spells and dispels
Schriftrolle der Rückkopplung (Scroll of reaction) 50 pts
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the player will roll one dice for every used power dice. For every 5+ the wizard will lose a wound, no armour saves are allowed
Schriftrolle des Energieraubs (Scroll of energy predation) 50 pts
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the player will gain as many dispel dices as the wizard used power dices.
Sivejir’s Fluchrolle () 50 pts
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the wizard will be a frog, if he is not able to roll one d6 below his magic level. All stats are reduced to 1, only his wounds stay the same. He can not use his magic items etc or cast spells/dispels. The wizard can try to free himself in his next own magic turn on a 4+
Energiespruchrolle () 35 pts
Only one use, every doubles will cause total energy and loss of control
Pechkohlen-Zauberstab () 35 pts
Only one use, wizard can decide to use the staffs power after a successful casts spell to increase the score by rolling an additional d6. By that he can gain total energy and a loss of control
Verbotener Stab () 35 pts
Only one use, at the beginning of his magic turn, the staff grants d6 energy dices. Bearer suffers d3 wounds, no armour saves are allowed
Gauners Scherbe () 25 pts
Only one use, one has to declare the use of it at the beginning of his magic turn, if an enemy wizard want to dispel a spell cast by this wizard, he will lose one wound on 5+, no armour save allowed.
Erdender Stab () 25 pts
Only one use, wizard can re-roll first loss of control
Magiebannende Spruchrolle () 25 points
Only one use, dispels one spell automatically
Energiestein () 20 pts
Only one use, declare to use the stone before you cast a spell. Wizard can use two additional energy dices, but has to use at least one of the energy pool.
Zepter der Stabilität (sceptre of stability) 15 pts
Only one use, after rolling to bane one spell, you can roll an additional d6.
Kanalisierungsstab () 15 pts
Bearer gains +1 to channel an additional energy or dispel dice
Spruchrolle des Schutzes () 15 pts
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the targeted unit gains a 4+ ward save for caused wound.

Enchanted Item
Zauberhut (wizards hat?) 100 pts
Level 2 mage, random magic lore, stupid
Fozzriks faltbare Festung (a pocket-watchtower) 100 pts
When both armies have placed their stuff, you can place a watchtower. Rules are in the rules book
Arabianischer Teppich (arabic rug) 50 pts
Infantry and monstrous infantry gain flying, cannot join units
Krone der Herrschaft 35 (crown of command) pts 35
Bearer is relentless (in German it is “unnachgiebig”)
Heiltrank (healing potion) 35 pts
Only one use, gain W6 lost health
Flügelfluchreif (winged curse circlet???) 35 points
Flying creatures and their riders have to re-roll successful hits against bearer/unit
Rubinring der Zerstörung (rubyring of destruction) 25 pts
Bound spell (energy level 3) Fireball
Die Schreckensmaske von Iek! () 25 pts
Bearer causes horror. Other units are not allowed to use his leadership
Stärketrank (strength potion) 20 pts
Only one use, +3 strength
Widerstandstrank (toughness potion) 20 pts
Only one use, +3 toughness
Des anderen Gauners Scherbe (the others chiseller shard) 15 pts
All models in base contact (friend and foe) need to re-roll successful saves
Eisenfluch-Ikone () 5 pts
6+ ward against war machines
Trank der Tollkühnheit () 5 pts
Only one use, immunity against psychology and „vernichtender Angriff“ (killing attack?)
Trank der Geschwindigkeit (speed potion) 5 pts
Only one use,+3 initiative

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PostPosted: Sun Jun 13, 2010 6:00 pm 
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Thanks for sharing the list :)
Seems like they are putting all the vanilla items in one place, and a few odd ones like the watchtower.

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PostPosted: Sun Jun 13, 2010 6:19 pm 
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Was there any indication if the magic items in the army books were still available for selection?


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PostPosted: Sun Jun 13, 2010 6:54 pm 
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More relevant - do we still get a rebate, however minor?

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PostPosted: Sun Jun 13, 2010 7:26 pm 
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Thanks for this.

Would also be good to know whether or not the one-use-only arcane items take a slot, and if you can still take more than one of them.


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PostPosted: Sun Jun 13, 2010 8:32 pm 
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You can still use the items in the army books (that is what the erratar list will say), what will be for the Asur with lower point costs. But we do not get a reduction for all the new items in the rule book...
And the war banner for example is much expensiver for all. No idea why GW made that.
And no, you can now get only one item of each section: so only one dispel scroll. I think only the Skaven have unlimmited acces to their warpstone tokens.

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PostPosted: Sun Jun 13, 2010 8:43 pm 
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There goes the power stone spam idea... #-o

Good to know, though. Thanks again.

On an off-topic note, I just realised I missed the campaign last year. Damn...


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PostPosted: Sun Jun 13, 2010 11:44 pm 
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I wish they hadn't done this.

To my mind it's a step back to 5th edition.

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PostPosted: Mon Jun 14, 2010 12:45 am 
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Matt Ward's done the rulebook from what I know.
So its a step back from everything.

(Yes I have a pretty bad opinion of Matt's ability to produce a set of coherent rules for a table top gaming system)

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PostPosted: Mon Jun 14, 2010 1:15 am 
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Well, I like it, it evens the playing field a little. Fire damage white lions ftw. :) Armor Piercing Spears... opens up some exciting possibilities.

Duellklinge (duelblade) 35 pts
Weapon pair, bearer has weapon skill 10

This one interests me, surely the 'to hit' has been changed or somthing, I mean, WS is a decent stat, but just to gain it for 35 points, and nothing else (dual blades, perhaps you still get +1 attacks) would seem steep.

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PostPosted: Mon Jun 14, 2010 3:42 am 
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Then you realize that unlike Dark Elf Warriors that can take Magic Banners on any number of Spearmen units, High Elves are stuck with only 1 core unit allowed a magic banner, all the other core units can't take one ]:

so boring.

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PostPosted: Mon Jun 14, 2010 7:05 am 
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Yeah but let's forget about the vile druchii for a minute, I'd take a decent banner with my lsg, pop my bsb with another and as we know, our elites can byo.
If we then take the dark elves into account and grabbing all these expensive banners it's going to mean they've got less boots on the field, sure they're going to be more powerful, but what's the fun in gaming without challenge.
The cups half full.

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PostPosted: Mon Jun 14, 2010 7:08 am 
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Lantheya wrote:
Kreischende Klinge () 10 pts
Bearer causes fear


Stick this on a bladelord and swordmasters are now immune to fear (whatever the effects are in 8e) for 10 points (and they can still take a banner) seems pretty good.

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PostPosted: Mon Jun 14, 2010 7:38 am 
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[qoute]Monster or character that loses one or more wounds to this sword, will lose one attack (but will keep at least one attack)[/quote]. Blade lord thrown into combat with dangerous enemy. Knock off some wounds and voilà!

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The Dwarf begged the Dice Gods for Insane Courage on his re-rollable Break Test, failed to achieve it, and the Dice Gods mocked him horribly by giving him Double 1s for his flee distance immediately after. My White Lions promptly ran the Warriors down.
Lord Tethlis' account of slaying fowl Dawi.


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PostPosted: Mon Jun 14, 2010 8:04 am 
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It's still only S3 though... Imagine the bladelord with a Strength Potion.

That Erdender Stab makes the Staff of Solidity look awesome. I hope they don't change the pts cost.

Shame we don't have a ranged unit that can take the bound fireball...


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PostPosted: Mon Jun 14, 2010 12:14 pm 
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As I recall one of the reasons given for dropping the mass of common magic items was to reduce the number of horrible combinations possible to a level where army book playtesters could get the balance of the book right. This looks very difficult now, with mass common & specific items.

I think they did a good job with the change from 5th to 6th. 7th to 8th though is looking like a bigger change. Whether they've managed it Ok time will tell I guess.

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PostPosted: Mon Jun 14, 2010 2:49 pm 
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Someone on another forum translated it alll so here you go

Magic Weapons

1.Giantsblade-[60 pts] +3 Strength in close combat.
2.Bloodbath Sword - [60 pts] + 3 attacks
3.Obsidianblade - [50 pts] Wounds with this weapon ignore armour saves
4.Ogreblade - [40 pts] +2 Strength in close combat
5.Sword of Quarrel - [40 pts] Bearer gains 2 attacks
6.Duelling Blade- [35 pts] Weapon pair, bearer has weapon skill 10
7.Heroslayer - [30 pts] Bearer gains 1 attack and strength for every character model that is in base contact with him or his unit. Bonus is calculated at the beginning of every close combat
8.Zauberraubklinge [ 25 pts]If a wizard his wounded with this sword, he will lose one random spell for each wound
8.Spell-Steal Blade [ 25 pts]If a wizard his wounded with this sword, he will lose one random spell for each wound
9.The Battle's sounding - [20 pts] Bearer gains 1 attack
10.Sword Of might - [20 pts] +1 strength in close combat
11.Beserker Sword - [20 pts] Bearer gains frenzy and can never lose it
12.Golden seal sword - 15 pts] Attacks are done with initiative 10
13.Nimble Blade - [15 pts] Bonus of +1 to hit
14.Tearing Blade -[10 pts] - Attacks are armour piercing
15.Relic sword - [10 pts] - Attacks with this sword wound always on 5+, or better if one would wound normally on a lower score.
16.Screeching Blade - [10 pts] Bearer causes fear
17.Sword of Pain- [5 pts] - Monster or character that loses one or more wounds to this sword, will suffer from stupid
18.Krieger curse - [5 pts] - Monster or character that loses one or more wounds to this sword, will lose one attack (but will keep at least one attack)

Magic Armour
19. Armour of Destiny - [50 pts] Heavy armour, 4+ ward save
20. Rouge helm - [50 pts] +1 Armour Save, enemy has to re-roll successful wounds
21. Silver steel armour - [45 pts] Armour save 2+, can not be further improved
22. Armour of fortune - [35 pts] Heavy armour, 5+ ward save
23. Helm of discord - [30 pts] +1 Armorsave, enemy character model has to pass a leadership test, if it fails, it can not attack and will be hit automatically
24. Glittering scale armour - [25 pts] - Light armour, -1 to hit in close combat.
25. Shield of Ptolos - [25 pts] Buckler, 1+ armour save against missile attack
26. Spell shield - [20 pts] Buckler, bearer gains magic resistance (1)
27. Armour of the lucky adventurer [20 pts] Heavy armour, 6+ ward save
28. Dragonhelm - [10 pts] Armour save is better by 1, 2+ ward save against fire attacks
29. Enchanted Shield - [5 pts] Buckler, Armour save is better by 2
30. Luck-bringer shield - [5 pts]Buckler, only one use, first hit will be ignored by 2+

Talismans
31. Talisman of preservation - [45 pts] Bearer gains 4+ ward save
32. Large Obsidian amulet -[45 pts] Bearer gains magic resistance (3)
33. Talisman of endurance - [30 pts] Bearer gains 5+ ward save
34. Obsidian Amulet - [30 pts] Bearer gains magic resistance (2)
35. Pond stone - [25 pts] Bearer re-rolls missed armour saves
36. Opal Amulet- [15 pts] Only one use, 4+ ward save against first wound
37. Obsidian pendant - [15 pts] Bearer gains magic resistance (1)
38. Talisman of protection - [15 pts] Bearer gains ward save 6+
39. Seeds of rebirth - [10 pts] Bearer gains 6+ regeneration
40. Dragoncurse stone - [5 pts] Bearer gains 2+ ward save against fire attacks
41. Something about flying - [5 pts] Bearer gain 5+ ward save against models with the “flying” rule.
42. Stone of Good Luck - [5 pts]- Only one use, Bearer can re-roll one missed armour save

Magic Standard
43. Standard of bloodlust - [55 pts] Unit can re-roll attacks
44. Howling standard [50 pts] Unit causes 'horror' (Not sure if he meant fear or terror)
45. Ranger's banner - [50 pts] Unit gains “terrain knowledge???”(Maybe something along the strider rumors we heard?)
46. Standard blade - [45 pts] Unit gains armour piercing
47. War banner - [35 pts] +1 Combat Resolution
48. The rushing banner -[15 pts] +1 on movement range
49. Bone standard - [15 pts] Magic resistance (1)
50. Standad of Disciple - [15 pts] +1 on leadership, but can not use the generals leadership
51. Banner of the eternal flame [10 pts] Unit causes fire attacks
52. Radiant flag [5 pts] Only one use, unit can re-roll first failed leadership test
53. Scarecrow banner - [5 pts] Unit causes fear on all units with “fyling”

Arcane Items
54. Book of Ashur - [70 pts] Bearer gains +1 on his spells and dispels
55. Scroll of reaction - [50 pts] Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of dispelling. The spell will be cast successfully. But after resolving the spells effect, the player will roll one
dice for every used power dice. For every 5+ the wizard will lose a wound, no armour saves are allowed.
56. Scroll of energy predation(?) - [50 pts] Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the player will
gain as many dispel dices as the wizard used power dices.
57. Sivejir’s curse scroll - [50 pts] Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of Dispelling. The spell will be cast successful. But after resolving the spells effect, the wizard will be a
frog, if he is not able to roll one d6 below his magic level. All stats are reduced to 1, only his wounds stay the same. He can not use his magic items etc or cast spells/dispels. The wizard can try to free himself in his next own
magic turn on a 4+
58. Energy Spell - [35 pts] Only one use, every doubles will cause total energy and loss of control
59. Coal-pitch wand - [35 pts] Only one use, wizard can decide to use the staffs power after a successful casts spell to increase the score by rolling an additional d6. By that he can gain total energy and a loss of control
60. Forbidden Staff - [35 pts] Only one use, at the beginning of his magic turn, the staff grants d6 energy dices. Bearer suffers d3 wounds, no armour saves are allowed
61. Rougue shard - [25 pts] Only one use, one has to declare the use of it at the beginning of his magic turn, if an enemy wizard want to dispel a spell cast by this wizard, he will lose one wound on 5+, no armour save allowed.
62. Grounding staff -[25 pts] Only one use, wizard can re-roll first loss of control
63. Dispel Scroll - [25 points] Only one use, dispels one spell automatically
64. Powerstone - 20 ptsOnly one use, declare to use the stone before you cast a spell. Wizard can use two additional power dice, but has to use at least one from the power pool.
65.Sceptre of stability - [15 pts] Only one use, after rolling to dispel one spell, you can roll an additional d6.

66. Channeling Rod - [15 pts] Bearer gains +1 to channel an additional energy or dispel dice
67. Spell of Protection - [15 pts] Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the targeted unit gains a
4+ ward save for caused wound.

Enchanted Items
68. Wizards Hat - [100 pts], Level 2 mage, random magic lore, stupid
69. Pocket-watchtower - [100 pts] When both armies have placed their terrain and troops, you can place a watchtower. Rules are in the rules book
70. Arabic rug/Magic Carpet - [50 pts] Infantry and monstrous infantry gain flying, cannot join units (have no idea what this means)
71. Crown of command - [35 pts] Bearer is Stubborn
72. Healing Potion - [35 pts] Only one use, gain D6 lost wounds.
73. Winged Curse ring - [35 pts] Flying creatures and their riders have to re-roll successful hits against bearer/unit
74. Rubyring of destruction - [25 pts] Bound spell (energy level 3) Fireball
75. The mask of Horror - [25 pts] Bearer causes horror. Other units are not allowed to use his leadership
76. Potion of Stregth - [20 pts] Only one use, +3 strength(thought it was d3...)
77. Potion of Toughness - [20 pts] Only one use, +3 toughness (same as above)
78. The other rouge shard [15 pts] All models in base contact (friend and foe) need to re-roll successful saves
79. Curse Icon -[5 pts] 6+ ward against war machines
80. Potion of recklessness - [5 pts] Only one use, Immute to Psychology and killing blow.(Guessing its for one turn or one round of combat?)


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PostPosted: Mon Jun 14, 2010 4:39 pm 
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I know that I'll probably take Crown of Command on a noble, having an extra stubborn unit is great!

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PostPosted: Mon Jun 14, 2010 8:14 pm 
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Seems to me like nobles will just end up as more characters to have to protect.


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PostPosted: Mon Jun 14, 2010 8:29 pm 
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From perusing the Arcane Items, nothing dissuades me from attempting to compel an early decision through primarily force of arms.

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PostPosted: Mon Jun 14, 2010 8:56 pm 
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[q]68. Wizards Hat - [100 pts], Level 2 mage, random magic lore, stupid[/q]
Looks like well have some more 'stupid' Mage Knights ;) :lol:

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The Dwarf begged the Dice Gods for Insane Courage on his re-rollable Break Test, failed to achieve it, and the Dice Gods mocked him horribly by giving him Double 1s for his flee distance immediately after. My White Lions promptly ran the Warriors down.
Lord Tethlis' account of slaying fowl Dawi.


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PostPosted: Mon Jun 14, 2010 10:59 pm 
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I don't think a lot of people will take the hat thingy. Spending every point of a lord's allowance on a single item that makes you an OK wizard with random lore and stupid doesn't seem like that great of a deal to me. I know that I'll never use it.

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PostPosted: Mon Jun 14, 2010 11:45 pm 
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I might take Wizard's Hat... on a Goblin Warboss!


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PostPosted: Tue Jun 15, 2010 12:13 am 
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Was more of a play on words angel heh

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The Dwarf begged the Dice Gods for Insane Courage on his re-rollable Break Test, failed to achieve it, and the Dice Gods mocked him horribly by giving him Double 1s for his flee distance immediately after. My White Lions promptly ran the Warriors down.
Lord Tethlis' account of slaying fowl Dawi.


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PostPosted: Tue Jun 15, 2010 3:24 am 
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It depends on whether you can spam characters; the selection is extensive enough that if you have cheap magic item platforms, you can load them up and throw them at your opponent. If the slots are limited, you'd be more selective.

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PostPosted: Tue Jun 15, 2010 9:38 am 
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Its purely % based (25% lord, 25% hero) so yes you could if you wanted....warlock engineers...dear god there would be heaps of the lil buggers!!

EDIT: just realised that I didnt look toooo closely at this part..but thats what my mates were saying at least who had a few hours with the book before I got there.


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PostPosted: Tue Jun 15, 2010 12:53 pm 
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Aethyr wrote:
[q]68. Wizards Hat - [100 pts], Level 2 mage, random magic lore, stupid[/q]
Looks like well have some more 'stupid' Mage Knights ;) :lol:
Yeah, I don't even think I'd take this thing. The stupidity I could deal with at LD 10, but 100 points is way too steep.


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PostPosted: Tue Jun 15, 2010 5:22 pm 
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Its for my lil 65 pt LD8 Goblin Warboss of course. (:

165 pts for a stupid level 2 with access to the 8 lores and the INSANE modelling opportunity?

O:

A Wizard with a long beard, a wizard robe and hat~

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PostPosted: Tue Jun 15, 2010 8:15 pm 
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Wow, that's a lot of great choices for our champs. Swordmaster Champ with Potion of strength . . .3 re-rollable to hit S8 attacks for a turn...nice.

Did anyone notice that the bound ring is an enchanted item and is only 25 pts? Put that baby on a PG champ and Have him throw the tooled up fireball spell every turn with 6 dice unitl he blows up. He may even survice the a loss of control with his ward save (and his whole unit will fair better than most)

On a side note...Does anyone know if the ward save from magic resitance helps with wounds from miscasts? if you put the banner of arcane protection with the PG, they will have a 2 up ward verse spells...How can you pass that buy? Time to reglue some halbards back on...

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PostPosted: Wed Jun 16, 2010 9:22 am 
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ElvenAirCorp wrote:
[...] He may even survice the a loss of control with his ward save (and his whole unit will fair better than most)


If you roll a double 6 for a bound spell, the item will just melt. No loss of controll roll.

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