Starting a new thread, now each section is a separate post, hopefully this will make things a little easier to read. Also I managed to reach the character limit on my original post. Heh. Part I – Army Special Rules and Magic Items ******************************************** Army Special Rules Cold Blooded – Unchanged Predatory Fighter – Roll a 6 to hit, gain another attack. Can only test to restrain pursuit within 6 inches of a skink character (including special characters). The drawback of this I see as rarely coming into play, as you can either A) keep a skink character nearby when your saurus are charging on your turn or B) not really worry about it if the enemy charged you, as after pursuing them on their turn you have a full movement phase to correct the situation. On the plus side, this can be viewed as a mostly freebie buff to attacks… that has the potential to be devastating if you roll a bunch of 6’s. Sure, you can’t count on it happening, but the enemy can’t count on it NOT happening either, which is where the “teeth” of this rule come from. Aquatic – Marshland Strider and River Strider. Models with this rule can march, claim rank bonus, and be steadfast in marshland or river. If majority of unit is within marshland or river, -1 to hit from shooting. Weapons of Lustria Blowpipe Range 12”, str 3, multishot 2, poisoned attacks Lustrian Javelin Range 12”, str as user, poisoned attacks, quick to fire These are the same as before, but poisoned has been rolled into their profiles instead of having the Jungle Poisons army wide rule. Magic Items Weapons The Blade of Realities – 50ss - no armour or wardsaves This is a big cost increase for an arguably less potent effect. Granted, it is no longer reliant on Leadership tests, which most things can pass quite easily near the general, but at such a cost the Oldblood will have only his armor to save him. On the plus side… there aren’t too many ways to cut through a ward save, and so characters reliant on broken wards would really fear this weapon, although the Oldblood would need to survive long enough to use it. I could see this in a saurus cav bus type list, backed up by multiple Lore of Beasts skinks boosting them to ungodly levels. The Piranha Blade – 25 ss – The wielder has multiple wounds (D3) and armor piercing special rules. Now there’s a weapon fit for an Oldblood! It still leaves him with points for a ward save and it should make him plenty threatening to other characters, monsters, and monstrous cav. Armor Stegadon Stegadon Helm of Itza – 20ss – +1 save, +1 toughness, D3 impact hits Wait just a second… First off, no longer is this item limited to only skink chief, saurus characters can now take this as well and it is cheaper. Secondly, remember the piranha blade? Do you see how they worded the rules for it? It does NOT say “wounds caused by this blade have the D3 wounds and AP special rules.” Rather, it says “the bearer gains these special rules.” So that means an Oldblood with both the above items would have D3 impact hits at str5 AP and D3 wounds! Now this wouldn’t apply if we were talking stomp and thunderstomp, due to the FAQ, but the FAQ says nothing about impact hits not benefiting from special rules. For now, RAW appears to grant the D3 wounds and AP to the impact hits. Maybe this was an oversight, but to me it looks like a combo they wanted us to use since the two items are listed right next to one another. Also the +1 toughness is golden, I’d stick this on a scar vet any day. It’s now cheaper too, ha. On top of that, don’t worry about needing a shield on that scar vet for his 1+ save, just stick a halberd on him and go to town. Now that’s a scarvet cowboy! Magic Standards Skavenpelt Banner – 32.5ss – All models in unit have frenzy and hate skaven. All skaven troops hate the bearer. The only unit now able to take magic banners is Temple Guard, and they have a limit of 25ss. So this is going to be placed on a Slann or scar vet BSB, and it is going to slightly increase the number of attacks and come with a big disadvantage. If you were to ask me why this gained 20ss in point value, I’d have to guess that during playtesting, in the one game it was used (against skaven), someone rolled a lot better than normal and got an absolute mess of 6’s, which triggered another large batch of attacks to occur due to Predatory Fighter. It was a freak accident, but the interpretation was “wow, that’s a really good banner” and so now it sits at its current point value. Feel free to correct me if I’m wrong, but I don’t see how this could have tripled in value. If you know you are going to be facing skaven, by all means stick this on your temple guard Slann and wreck face, but otherwise it is just not worth it. The Jaguar Standard – 25ss – The unit has Swiftstride. So this one doubled in cost, and now gives the Temple Guard unit Swiftstride (or a BSB joined unit I guess). I don’t see the point really. If you were really going to spare no expense and make a Temple Guard deathstar, why not save a few points and buy the Razor Standard? I suppose you could take both, but you’d have to really have something specific in mind. Other than that, I don’t see this getting much play. Arcane Items Cube of Darkness – 15ss – On a roll of 2+, the spell is auto dispelled. Whether that succeeds or not, roll another D6 for every remains in play spell to end them on a 2+. Hey look at that, we got another dispel scroll! The old one was fairly overpowered, now fewer people should complain and we still get lots of dispelling power. Now the key will be keeping this item in mind while your opponent might be thinking of casting remains in play spells. A dirty trick against an unaware opponent would be to allow him to get his RiP spells off early in his magic phase, then when he casts another spell pop the cube and take out both spells at once. Plaque of Dominion – 12.5ss – Bound spell L3 all enemy wizards within 18 suffer from stupidity until the start of the caster’s next magic phase. Obviously, this is now half the cost but it is a bound spell and is now an arcane item instead of a banner. But can you spot the subtle way this has changed? Now the wizards have stupidity until your next magic phase, instead of just taking a test. The difference is that the wizard (if on his own) will remain Immune to Psychology during your next movement phase, and you can charge him, knowing he can’t flee! Of course, how often do wizards really hang out on their own? And how often do they have enough Ld troubles to worry about Stupidity tests? Enchanted Items The Cloak of Feathers – 17.5ss – Skink character on foot can fly and gains MR(1) Not too surprised to see the point increase, but a little disappointed as well. I’d have a skink priest with the cloak and dispel scroll in every army. Of course, now that Arcane Vassal allows direct damage to be cast by the Slann through the skink, this item’s value has indeed increased. All manner of dangerous spells can have their range extended by 24inches now, instead of merely magic missiles. Death Slanns (or those planning on swapping for Death spells) should strongly consider equipping this on one of their attendant priests. The Horn of Kygor – 17.5ss – One use only. Sounds at start of chosen movement phase, all friendly monsters, monstrous mounts, monstrous beasts, monstrous cavalry mounts, cavalry mounts, chariot beasts, and war beasts within 12” of the bearer have the Frenzy special rule until the start of their next Movement phase. This has no effect on riders. There are actually surprisingly few valid targets for this one. Monstrous infantry are not listed, so no kroxigor frenzy. Other options are Bastilodon (only str 4), Cold One mounts in saurus cav units, ripperdactyls (no wait, already frenzied), Stegadons and Ancient stegadons (you really just have these for impact hits, but a valid target), Terradons (but you wouldn’t), Salamanders and Razordons (a few extra str 5 attacks), and of course the Troglodon (lol). I personally don’t see this being all that useful unless you build around it with a cav bus supported by stegadons, and even then it is only one use (though I suppose it should last you through two combats). The Egg of Quango – 15ss – One use only. Targets a single enemy unit in close combat with the bearer or his unit. Is triggered at the start of any close combat phase. Roll a D6: 1 D6 S3 2-3 D6 S4 4+ does 2D6 S5. I think this is an interesting little item. Put this on a skink chief in a skrox unit or a chief in a cheap cohort and watch it work like reverse impact hits. Sure, it only works 50% of the time, but the 50% of the time it does work will annoy the hell out of your enemy. Basically a single use, reverse impact hits, that will do real damage half of the time.