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==Magic Items== Rather than go through the entire section and explain exactly what sucks about each individual gimmick, we're going to present a selection of "ackshuwally semi competitive" builds for various characters and break down what makes them tick. '''King Sauron:''' Tomb King with ''Destroyer of Eternities, Talisman of Protection, Vambraces of the Sun''. This bad lad is built for challenges. He relies on the -1 Attack penalty to the opponent (Vambraces) and his four wounds to survive one round, then swings back with two auto-hitting S7 attacks that come with Killing Blow. Two rounds of that should finish anyone off (and remember, the King can always get to fight out of sequence with a crafty Incantation of Righteous Smiting). Also works as a conventional great weapon, dealing four S7 Killing Blow attacks. Only downside is the Destroyer can't be used while mounted. '''Scorpion King''': Tomb King in Chariot with ''Crown of Kings, Scorpion Armour, Enchanted Shield, Biting Blade''. This King's job is to support his Chariots and other fast stuff with more reliable Incantations (two dice and pick the highest goes a long way toward getting them through), and to stay alive. His save is about as good as it gets in this army, and he makes a great speedbump if there's an Icon Bearer nearby: the Scorpion Armour means he only suffers one wound if he loses a round of combat, and the Icon Bearer will cancel that out. (And yes, you can take the Enchanted Shield with another set of magic armour. It can be combined with other magical or mundane armour: core rules, page 154.) You can do a pocket version of this build that only works as a speedbump by taking a Prince with the Enchanted Shield and Scorpion Armour. '''2 Fast 2 Furious''': Tomb Prince in Chariot with ''Icon of Rulership, Chariot of Fire'', plus armour/weapons to taste. Essentially, this fella is a proper chariot: d6+1 hits, Unit Strength 5, but still moving like fast cavalry. Charge flanks, break ranks, revel in insane mobility, use his Incantation to get him where he needs to go. '''Standard Issue Hierophant''': Liche Priest with ''Cloak of the Dunes, Hieratic Jar''. If it's a High Priest, add the ''Golden Ankhra'' (if you're boring) or ''Staff of Ravening'' (if you want a magic missile that actually does something [unfortunately you can't take two arcane items]). The best way to keep your Hierophant alive is to catapult him 20" away from any potential threat at the drop of a hat; the Jar will let you force through an extra Incantation on a crucial turn. Also worth of considering is Neferra's Plaques of Mighty Incantations. Possibility to re-roll ALL those 3D6 rolls for your incanctations (assuming you have a High Priest) is fucking awesome. 4+ ward and fly on top of that makes your hierophant an extremely nasty character. Notes on magic standards will appear in the relevant unit entries.
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