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===Tools of Destruction=== *'''Thundermace:''' 35pts. A mace that can turn all the user's normal attacks into a stone-thrower template. Rather expensive and too limited to be anything resembling worthwhile, even with the drastic price cut and loss of ASL for being a Greatweapon. *'''Siegebreaker:''' Trash. 30 points for a great weapon (the thing used to give +3 S) that strikes against Initiative. You're going to be hitting on 3+ and 4+ already and if you wanted a Strength boost, then get Giantbreaker and the Sword of Striking. It'll do the same thing, won't fuck you over if you're suddenly up against a high Initiative enemy, and it is the same price. It also has a special ability that allows it to hit units in buildings harder, but that's a particular use that can still be accomplished through other methods. Fucking skip. *'''Mastodon Armour:''' 35pts. The other, more desirable version of Deathcheater in the form of Medium Armour. If you ever die outside of combat, this'll let the guy have a high chance to regain a wound and keep on trucking. *'''Gut Maw:''' Medium Armour. He gains Terror and heals a wound for each unsaved wound he inflicted in a challenge. Got that point cut to 35pts, meaning it can be combined with a decent enough magic weapon so you can successfully grab those wounds more reliably when Challenging. *'''Greedy Fist:''' 40pts. Ironfist. Grants +1 strength, a stackable 6++ ward save, de-magics weapons if you roll a 6 on a ward save, and stupify wizards if you punch them. Expect a better Ironfist that occasionally destroys magic items. And while the secondary ability is fun, 90% of Wizards who are getting punched by an Ogre hero/lord are going to die so quickly that it doesn't matter that they're losing Wizard levels. The only wizards it can be decent against are the big guys (Archaon, GUO, etc.), and even then, you have an excellent chance of the wielder being murderized. *'''Gnoblar <strike>Troll</strike>Thiefstone:''' 40pts. MR(1), could get one of the following random magic items(Luckstone, Talisman of Protection, The Other Trickster's Shard, The Ruby Ring of Ruin, Talisman of Preservation) and can steal a magic item (no Standards sadly) each time character is killed while in contact with him. There are theoretically better items, but this one is good enough for its points and can be worth it for that time you stole a runefange. Really funny under the right circumstances. *'''Grut's Sickle:''' For 30 points, it works surprisingly well on a Maw Slaughterpriest. You can have a +5 to cast on your second spell with minimal effort. Besides, the wizard only dies on a roll of double 1's. *'''Hellheart:''' 50pts. '''FUCK. YES.''' Do not leave home without it. This is the best goddamn item in the entire Ogre Kingdoms list and one of the best ways to defend against enemy wizards. Sure, you could occasionally roll that 1, but the rest of the time...holy shit. Nerfed to only be within 12" rather than 6 d6". *'''Dragonhide Banner:''' 50pts. This one can be enjoyable. An Ice breath weapon attack can turn combat all on its own. The rerolling 1's for hits, wounds, and saves is just the icing on the cake. It should be taken on a High Initiative (for the army) guy to maximize its effectiveness, such as a Bruiser. It works wonders with Mournfangs, too, it lets them reroll missed armour saves, missed stomps, and impact hits, and the Mournfang attacks themselves, all of which (if you pointed them at the correct target) should be 2's or 3's anyways. *'''Rune Maw:''' 25pts. Just shy of being worth it for general use. Maybe you could auto-force it onto Gnoblars or something, or if it worked against regular shooting. It can still be worth it if you want to run a deathstar. Sure, it can't help you with Purple Sun, but it can really save you against spells like Dwellers or Final Transmutation, which can easily kill 1/3 of your unit or by ensuring that you avoid debuffs in crucial combat.
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