Sneak Peak #4
Magic items are always an important part of the armies identity, and no change with our dear reptilian creatures.
So many different comments were made on which magic item was necessary for the uniqueness to stay intact. We hope that you feel like we mannish this by these items presented here, we at least feels that they are a well document and fairly interesting bunch to have in the mix.
Naturally not everything could be accept by the Rules Team and rightly so, but we got mainly what we bargained for.
With out further a due:
Magic items
Light-sabre:
Magic Weapon. Type: Hand Weapon. Strength +1,
Armour Piercing (1),
Multiple Wounds (2)
Triceratops War-Spear:
Magic Weapon. Type: Lance. When using the weapon, the wearer has
Impact Hits (2D3), which are resolved at Strength 6. Cannot be taken by flying models.
Tyrannosaurus Hunting Bow:
Magic Weapon. Type: Short Bow. Range 18". The
Tyrannosaurus Hunting Bow can be shot using the rules for Bolt Thrower Artillery Weapons: Strength 6,
Armour Piercing (6),
Multiple Wounds (D3).
Triceratops Helm
Magic Armour. Type: none (6+ armour save). Grants wearer +1 Toughness and
Impact Hits (1).
Staff of Mending 20 pts
Enchanted Item.
Bound Spell (Power level 3). The Staff of Mending contains the
path of White Magic spell Apotheosis.
Flaming Aura of the Ancients
Talisman. Attacks against wearer's
model suffer -1 to hit and wearer’s
model has the Flameborn special rule.
Black Cube
Arcane Item. One use only. Instead of making a Dispel roll, you can use the scroll. The spell is automatically Dispelled. In addition you may choose to end all spell effects which Lasts one Turn or Remains in Play affecting a
unit within 18”.
Ancient Plaque
Arcane item. Once per
magic phase, the wearer may reroll a single power dice rolled after a casting roll. You cannot use this when casting with 1 dice or to re-roll natural rolls of ‘6’.
Esoteric Egg
Enchanted Item. Wearer has a
Breath Weapon (strength D3+2,
Magical Attacks), that can only be used in close combat.
Sun Tzu's Standard of Know thy Enemy:
Depending on your opponent, Bearer's
unit benefits from the enemy's army specific special rule as well, see list below:
Dwarfs (DH,ID): Bearer's
unit gains
Relentless and
Thunderous Charge
Men (Koc,EM): Bearer's
unit gains
Ward Save (6+) in close combat and
Ward Save (5+) against artillery weapons
Elves (EoL,EoD,EoN): Bearer's
unit gains
Supernatural Reflexes
Chaos (DL,WoW): Pick one enemy
unit with a
Mark of the Dark Gods. Bearer's
unit gains that Mark as well.
Undead (ED,VC): Bearer's
unit gains Lethal Strike
Beasts(RE,RoU,BH,OT,GH): Bearer's
unit gains
Fear and
Impact hits (1)
Bare in mind that certain magic items are still up for debate, but we reckon this will be fairly close to the final outcome 
Credit to Sauric Ace for first bringing the Sneak Peak at T9A
