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8th Ed. What is the very best Army Book lore of magic?

@Lizards of Renown : Any thoughts on the Lore of the Great Maw? Perhaps a spell write-up (how do they rank against one another)? Strengths, weaknesses, uses, etc.

I have very little experience with the Lore of the Great Maw. I'd love to hear your thoughts on it, if you get the chance.
 
@Lizards of Renown : Any thoughts on the Lore of the Great Maw? Perhaps a spell write-up (how do they rank against one another)? Strengths, weaknesses, uses, etc.

I have very little experience with the Lore of the Great Maw. I'd love to hear your thoughts on it, if you get the chance.

Would love to! :D it's one of my favourites:

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First off, I'll say that the Lore of the Great Maw has a great synergy with the Ogre Kingdoms army. Lots of buffs for combat in the list as well as a brilliant regeneration granting spell. These spells can also be upgraded to affect all units nearby, so it's good to have your wizards up close and personal.

Taking into account most of the OK's troops are movement 6, you can make the most of these very quickly.

Which leads me to the first bit: Bloodgruel Lore Attribute.

Ogre Kingdom wizards are in the rare group where they can take armour (have ironfist on their equipment list) and their stats are not bad. Stick them with a good weapon and armour and you've already got a fair decent fighter.

Add to this the fact that they can buff all units around them and it starts to become fairly decent.

Bloodgruel is particularly of use here. Every time a spell is cast, roll a 2+ and you regain a wound. With the Slaughtermaster's 5 wounds, this becomes quite useful in a fight. (On a roll of 1, not so useful as you take a S6 hit but still have a chance for it not to wound, armour save and ward save). You can go up against another character and heal yourself while buffing your troops. Marvellous!

Add to this that you get +1 to the next spell and this ‎is a very useful attribute, effectively making you a level 5 wizard after the first spell.

Now to the spells:

Signature - Spinemarrow 6+: Stubborn for your unit or another? Very useful for a 6+ spell, considering that leadership is one of the key weak points for OK's. Keeping in mind that it is also a 6+ spell to buff your wizard to a level 5 and regain a wound, it's actually not bad at all.

1. Bonecrusher 8+: A fair attack spell. No one is jumping up and down about 2D6 S2 hits, but when you add no armour saves it becomes a fair attack. Especially against high armour, low toughness troops like Empire Knights, Elves of all kinds, etc. A bit of a high casting price for me, but fair.

2. Bullgorger 7+: Decent buff. +1 strength to unit or 14+ to give to all units in 12 inches. Good for a 7+ casting price. Again, synergy is important here. By itself it's the bad side of okay. But when your wizard can hold his own in combat, so can be on front line where the buff's really matter it becomes a decent spell.

3. Toothcracker 8+: Same as Bullgorger but +1 toughness and for 16+ for all troops in 12". A bit expensive for results, but still decent.

4. Braingobbler 9+: Induce panic test in target unit, except for those Immune to Psychology. Situational for it to be useful. With the right army, like Orc's & Goblins or Skaven, can be very useful. For a lot of armies though it's not useful at all (Elves, Lizardmen, Chaos and any Unbreakable armies like Vampire Counts and Tomb Kings). I'd switch this one for the signature spell.

5. Trollguts 12+: Pricy buff, but 4+ Regen for your unit or target unit? Or everyone in 12 inches?! YES PLEASE! Easily my favourite spell, despite the high casting cost as the Ogre's usually don't have much going for them in terms of high armour saves and this spell could win the entire battle for you as suddenly your troops get an extra edge in combat.

6. The Maw 15+: Direct damage template attack. Based on initiative, if you pass you just get a S3 hit, if you don't, S7 with D6 wounds. Can be good, but you have to roll scatter for placement and this is where it becomes a bit "meh". Overpriced for the likelihood of scattering and doing nothing. You can buff for 21+ and use the larger template to make it more likely, but it's a lot to invest in something that might do nothing. I'd swap this one for signature spell, especially with a high initiative army.

I'd say, from best to worst, is: Spell 5, then 2 and 3 together, then signature, then 1, then 6 and then 4.

I'd look to swap 4 first and then 6. But if I'm going up against O&Gs, then I'd keep the panic spell. If I'm going up against lizardment, I'd keep number 6. There's no spell that's super crappy for me here.

-

So, there is an extra note on this lore. Following on from the introduction and based on the wizard being in the frontline, able to heal himself and wear armour, you can also add a Hellheart. Force every enemy magic using in D6x5" to suffer a miscast is deadly. Give to your tooled up wizard, or bluff with a character who can rapidly get close to the enemy wizard and BLAMO! If you have an opponent who knows the item, then double bluff with a decoy who heads towards the enemy wizard and watch them flee. Love this one. Especially with armies who will get their wizards close like High Elves (for the +1 to ward saves) or Chaos armies.

-

And finally, I love the humor inherent in the Ogre Kingdom's rules. Not the least of which is here in the Magic, where the subtitle of the lore reads:

"Gut Magic. Gastromancy. Shamanic Victuals."

Absolutely brilliant.
 
Would love to! :D it's one of my favourites:

-

First off, I'll say that the Lore of the Great Maw has a great synergy with the Ogre Kingdoms army. Lots of buffs for combat in the list as well as a brilliant regeneration granting spell. These spells can also be upgraded to affect all units nearby, so it's good to have your wizards up close and personal.

Taking into account most of the OK's troops are movement 6, you can make the most of these very quickly.

Which leads me to the first bit: Bloodgruel Lore Attribute.

Ogre Kingdom wizards are in the rare group where they can take armour (have ironfist on their equipment list) and their stats are not bad. Stick them with a good weapon and armour and you've already got a fair decent fighter.

Add to this the fact that they can buff all units around them and it starts to become fairly decent.

Bloodgruel is particularly of use here. Every time a spell is cast, roll a 2+ and you regain a wound. With the Slaughtermaster's 5 wounds, this becomes quite useful in a fight. (On a roll of 1, not so useful as you take a S6 hit but still have a chance for it not to wound, armour save and ward save). You can go up against another character and heal yourself while buffing your troops. Marvellous!

Add to this that you get +1 to the next spell and this ‎is a very useful attribute, effectively making you a level 5 wizard after the first spell.

Now to the spells:

Signature - Spinemarrow 6+: Stubborn for your unit or another? Very useful for a 6+ spell, considering that leadership is one of the key weak points for OK's. Keeping in mind that it is also a 6+ spell to buff your wizard to a level 5 and regain a wound, it's actually not bad at all.

1. Bonecrusher 8+: A fair attack spell. No one is jumping up and down about 2D6 S2 hits, but when you add no armour saves it becomes a fair attack. Especially against high armour, low toughness troops like Empire Knights, Elves of all kinds, etc. A bit of a high casting price for me, but fair.

2. Bullgorger 7+: Decent buff. +1 strength to unit or 14+ to give to all units in 12 inches. Good for a 7+ casting price. Again, synergy is important here. By itself it's the bad side of okay. But when your wizard can hold his own in combat, so can be on front line where the buff's really matter it becomes a decent spell.

3. Toothcracker 8+: Same as Bullgorger but +1 toughness and for 16+ for all troops in 12". A bit expensive for results, but still decent.

4. Braingobbler 9+: Induce panic test in target unit, except for those Immune to Psychology. Situational for it to be useful. With the right army, like Orc's & Goblins or Skaven, can be very useful. For a lot of armies though it's not useful at all (Elves, Lizardmen, Chaos and any Unbreakable armies like Vampire Counts and Tomb Kings). I'd switch this one for the signature spell.

5. Trollguts 12+: Pricy buff, but 4+ Regen for your unit or target unit? Or everyone in 12 inches?! YES PLEASE! Easily my favourite spell, despite the high casting cost as the Ogre's usually don't have much going for them in terms of high armour saves and this spell could win the entire battle for you as suddenly your troops get an extra edge in combat.

6. The Maw 15+: Direct damage template attack. Based on initiative, if you pass you just get a S3 hit, if you don't, S7 with D6 wounds. Can be good, but you have to roll scatter for placement and this is where it becomes a bit "meh". Overpriced for the likelihood of scattering and doing nothing. You can buff for 21+ and use the larger template to make it more likely, but it's a lot to invest in something that might do nothing. I'd swap this one for signature spell, especially with a high initiative army.

I'd say, from best to worst, is: Spell 5, then 2 and 3 together, then signature, then 1, then 6 and then 4.

I'd look to swap 4 first and then 6. But if I'm going up against O&Gs, then I'd keep the panic spell. If I'm going up against lizardment, I'd keep number 6. There's no spell that's super crappy for me here.

-

So, there is an extra note on this lore. Following on from the introduction and based on the wizard being in the frontline, able to heal himself and wear armour, you can also add a Hellheart. Force every enemy magic using in D6x5" to suffer a miscast is deadly. Give to your tooled up wizard, or bluff with a character who can rapidly get close to the enemy wizard and BLAMO! If you have an opponent who knows the item, then double bluff with a decoy who heads towards the enemy wizard and watch them flee. Love this one. Especially with armies who will get their wizards close like High Elves (for the +1 to ward saves) or Chaos armies.

-

And finally, I love the humor inherent in the Ogre Kingdom's rules. Not the least of which is here in the Magic, where the subtitle of the lore reads:

"Gut Magic. Gastromancy. Shamanic Victuals."

Absolutely brilliant.
Excellent write-up, an enjoyable read. Cheers !.png

I agree with your ranking of spells.

Ogre Kingdom wizards are in the rare group where they can take armour (have ironfist on their equipment list)

I remember that. The biggest cluster-f#$@ in the history of GW FAQs. :D
 
Excellent write-up, an enjoyable read. Cheers View attachment 95356

I agree with your ranking of spells.



I remember that. The biggest cluster-f#$@ in the history of GW FAQs. :D

:)

Yup, but considering the points where GW screwed me on rules [LoR bows his head in a moment of silence with respect to the unhandled and unfair treatment of the Tomb Kings], I have no qualms using this one.
 
My number one choice is easily The Lore of the Vampires.

Here are the reasons why I feel that it is by far the best army book magic lore:
  • The lore attribute is top class - you basically have the lore of Life lore attribute, which is my favorite BRB lore attribute. Healing expensive Vampire Blender Lords, Wizards, Terrorgheists or the like is absolutely invaluable. The fact that you can do it with your lore attribute means that it is very difficult for your opponent to prevent it, as they would if you were relying on a single specific spell going off. Chances are they can't stop all your spells, so you are free to heal back expensive and valuable wounds.
  • The Signature Spell (Invocation of Nehek) is the best of the best - a top tier healing spell that can be bubbled at three different casting values! The base casting value is extremely cheap, and if you have spare dice you can increase its range. This spell is one of the key linchpins that make the Vampire Counts a force to be reckoned with. As a TK player, I certainly wish I had access to it. Additionally, on top of Invocation being a fantastic spell in it own right, it's also important to consider that it is the Signature spell. Having perhaps your best spell as the Signature Spell is a huge bonus as you are guaranteed to get it and it always be extra beneficial to trade away a spell you don't need. This is one of the key advantages that the Lore of Vampires has over the LoS and LoN, who can't guarantee they get their best spells and can be stuck with a poor spell because they may not want to trade it for their signature spells (each of which is not very impressive). Additionally, multiple wizards in the army can get the spell!
  • There is only one dud spell in the lore (Wind of Death) - once again to draw a comparison to the LoS and LoN (both which I regard as fantastic lores), they have several spells that are either poor or mediocre. Consequently the effectiveness of those lores is somewhat vulnerable to what spells you roll at the beginning of the game. The same cannot be said with the Lore of Vampires. Since you're always going to want to swap one of your spells for the Signature (see above), rolling spell number 6 means that you simply always choose to trade that one. As such, you'll never be stuck with a spell you don't want.
  • Great versatility in spells - you've got a healing spell (and lore attribute), 2 augment spells, a solid magic missile (especially in an army with no shooting), a unique summoning spell and damage dealing ultra dangerous hex spell. You also have a magical vortex, but that is the spell I would always choose to swap for the signature. The lore has it all and compliments the army very well. Most of the spells remain fully effective in the late stages of the game once everything is locked in combat.
  • Unique spell in the Raise Dead - having a mechanic that no other army has (excluding End Times crap) is pretty cool. Its an immensely useful tool in the tool box that can be employed in a variety of different ways (chaff, chaff killing, war machine hunting, lone wizard hunting, obstruction, etc.). It's one of those spells that benefits greatly from some creative thinking and generalship.
  • A devastating "#6" spell in the form of spell #5 (Curse of Years) - many of the best lores in the game are known for having truly terrifying number 6 spells (Lore of Life, Lore of Death, Lore of Shadows, Lore of Hashut, Lore of Slaanesh). As mentioned before, the Wind of Death is a weak spell that should always be traded out, however this does not leave the Vampires without a truly frightening spell. In their case, the spell is simply the fifth spell of the lore. Assuming that the enemy unit has no ward/regen, the spell kills 1/6th of the unit immediately. However, what makes it even truly scary is that it remains in play and gets more effective each round (wounding on 6's then 5's, then 4's, then 3's and finally on 2's). This means that the opponent must then waste power dice in their own magic phase or pretty much sacrifice their unit. Not to mention if they forget about the spell and fail to save some spare dice :cyclops:. The final cherry on top is the fact that the spell can be cast into combat because it is a hex (one of the things that makes the LoS's 6th spell so powerful)

Those are my main reasons for ranking the Lore of Vampires as my favourite army book lore. I'd trade away the Lore Nehekhara in a heartbeat for this beast of a lore. Not only that, if possible, I'd take it in my CD, LM or WoC armies if it was applicable (if they had access to it and the references to Undead Units was changed to their corresponding units).

While all but one of the spells are fantastic, the four spells I'd personally go for in most situations (barring situation specific exceptions) are:
  • Invocation of Nehek - see above
  • Vanhel's Danse Macabre (the re-rolls of failed To Hit rolls is already worth the casting value of 6+, let alone of added versatility being able to use it as a movement spell and the ability to bubble the spell if need be)
  • Raise Dead - see above
  • Curse of Years - see above
That said, I would not feel hamstrung if I ended up with Hellish Vigour or Gaze of Nagash, as both are very solid. As mentioned before, I would always swap out Wind of Death.

And there you have it. One of the very best lores in the game (IMHO), including all army book and BRB lores. Outside of the fact that the lore is somewhat limited in terms of the range of the spells, it is nearly flawless. Useful, versatile, devastating and unique. The VC wouldn't quite be the VC if they did not have this fantastic lore.


Agree... disagree? Did I miss anything? Which lores are better and why?
Whenever I use my Tomb Kings and see how much better their spells are written for this edition I get more depressed about the army book.
 
Indeed. TK could be largely fixed by simply bringing them into line with the VC:
  • access to a Lore of Vampires type lore
  • ability to march when within range of the general (and Animated Constructs are treated in the same way as models with the Vamperic special rule)
  • allow another Liche Priest take over hierophant duties should the Heirophant be slain
I'm not saying that the TK would become powerhouses, but these simple changes would make a major impact. Fix up the EBtS rule and allow TK to make Stand and Shoot reactions and we're in business.


No chance. :oops:

I made a list of improvements to Tomb Kings to line them up with Vampire shit over on EEFL:
With regards to Tomb Kings, I feel the following changes are necessary:
  • In the lore attribute, models with the Large Target special rule (as opposed to the Animated Construct special rule, to allow Ushabti to be healed D3+1 wounds) may only heal 1 wound in this way per successful casting
  • Tomb Kings units should be able to march if they are within 12” of the Hierophant (not the general because that’s just a copy of Vampire Counts)
  • If the Heirophant is slain, if there are other friendly Liche Priests or Liche High Priests with the Lore of Nehekhara on the battlefield, the Priest with the highest Wizard level may take over as the Hierophant (if there are multiple Priests with the same Wizard level, you may choose)
  • Banner of the Undying Legion should automatically grant the unit the ability to gain D6+2 models from every buff spell as per the Lore Attribute, rather than being a bound spell
  • Ushabti should be T5 (they’re stone statues, and it’s currently stupid that some big fat Ghouls are tougher than them)
  • All animated constructs should be immune to Poisoned attacks (they have no blood, so poison shouldn’t have an effect on them)

Feel free to use these in all friendly games you have as a final errata for the army book (I know it’s not official but GW aren’t going to do one, so we as the players have to take action and might as well use our collected knowledge and wisdom to do what is right - justice for the Best Undead Faction!).
 
I made a list of improvements to Tomb Kings to line them up with Vampire shit over on EEFL.
Feel free to use these in all friendly games you have as a final errata for the army book (I know it’s not official but GW aren’t going to do one, so we as the players have to take action and might as well use our collected knowledge and wisdom to do what is right - justice for the Best Undead Faction!).

Update on this, one member on EEFL has suggested giving Ushabti a mighty Toughness of 6 to even better represent their stony endurance:
oldmandan said:
What about T6 for Ushabti? Then play test them at that and note which match ups they win and lose, if they win all or majority then T5 is probably the answer.
I'm concerned that might be bridging the territory between Monstrous Infantry and Monster, but it's still worth having a go at playtesting them with that, even if just for the laughs, and if it makes them too strong, never mind, Toughness 5 it shall be!
 
Update on this, one member on EEFL has suggested giving Ushabti a mighty Toughness of 6 to even better represent their stony endurance:

I'm concerned that might be bridging the territory between Monstrous Infantry and Monster, but it's still worth having a go at playtesting them with that, even if just for the laughs, and if it makes them too strong, never mind, Toughness 5 it shall be!
2+ toughness at what level of points increase?
 
Honestly the toughness was not an issue in 8th as everything wounds on a 6 and poison is everywhere. If you took the sphinx and brought them to 7th or earlier they would be worth their points every game as anything less than str 4 couldn't even hurt them other than combat res. Ushabti are costly already and even at toughness 6 I don't think I'd invest too heavily into them. Yes it helps but I don't see how it would help all that much. If I'm wrong then I'll be happy to be wrong if they are better than they are now. Heck I'm still beating the dead horse of how much I dislike the TK Skullstorm and how I wish we could have gotten the Return to the Golden Age from Storms of Magic.
 
I made a list of improvements to Tomb Kings to line them up with Vampire shit over on EEFL:


Feel free to use these in all friendly games you have as a final errata for the army book (I know it’s not official but GW aren’t going to do one, so we as the players have to take action and might as well use our collected knowledge and wisdom to do what is right - justice for the Best Undead Faction!).

Update on this, one member on EEFL has suggested giving Ushabti a mighty Toughness of 6 to even better represent their stony endurance:

I'm concerned that might be bridging the territory between Monstrous Infantry and Monster, but it's still worth having a go at playtesting them with that, even if just for the laughs, and if it makes them too strong, never mind, Toughness 5 it shall be!

2+ toughness at what level of points increase?

Honestly the toughness was not an issue in 8th as everything wounds on a 6 and poison is everywhere. If you took the sphinx and brought them to 7th or earlier they would be worth their points every game as anything less than str 4 couldn't even hurt them other than combat res. Ushabti are costly already and even at toughness 6 I don't think I'd invest too heavily into them. Yes it helps but I don't see how it would help all that much. If I'm wrong then I'll be happy to be wrong if they are better than they are now. Heck I'm still beating the dead horse of how much I dislike the TK Skullstorm and how I wish we could have gotten the Return to the Golden Age from Storms of Magic.

I always thought that their armour save should be much higher. I mean, they're solid stone for crying out loud. I think that would then manifest itself correctly when dealing with Poison. They're not alive, so thus having a poisonous javelin or similar jabbed into them would actually make NO difference.

Just saying.
 
I mean, they're solid stone for crying out loud. I think that would then manifest itself correctly when dealing with Poison. They're not alive, so thus having a poisonous javelin or similar jabbed into them would actually make NO difference.
I think it is a very problematic proposition to alter rules based on fluff. It reminds me of an old reference made in the 3rd edition Necron codex from way back in the day:

"Necrons are largely mechanical creatures, and as such it might seem inappropriate that weapons such as sniper rifles, which normally use poison to achieve their effect, and agonisers, which work against an enemy's nervous system, should be effective against them. In practice, anyone using these weapons against Necrons would make adjustments to counter the Necrons' defences, for example, using acid rounds instead of poisoned rounds or altering the charge from an agoniser to affect the Necrons' power systems. Because of this, Necrons do not receive any special immunities in this regard. In the Warhammer 40,000 universe there are many troops with an equal claim to special immunities, such as Tyranids and Daemons. It is therefore logical to assume that weaponry will keep pace to maintain fairness and avoid unnecessary complication."

I think the same principle holds true in WFB. If we retroactively grant Ushabti or Sphinxes immunity to poison because they are made from stone, many others can make an equally legitimate claim:
  • Undead aren't alive, so poison should have no effect on them
  • it wouldn't make too much sense for Daemons to be affected by poison either
  • and what about the K'daai Destroyer... a fire daemon bound to a metal body would most definitely be immune from poison (which by the way would instantly erase the Destroyer's only two losses in the Best CC units tournament!).
 
I think it is a very problematic proposition to alter rules based on fluff. It reminds me of an old reference made in the 3rd edition Necron codex from way back in the day:

"Necrons are largely mechanical creatures, and as such it might seem inappropriate that weapons such as sniper rifles, which normally use poison to achieve their effect, and agonisers, which work against an enemy's nervous system, should be effective against them. In practice, anyone using these weapons against Necrons would make adjustments to counter the Necrons' defences, for example, using acid rounds instead of poisoned rounds or altering the charge from an agoniser to affect the Necrons' power systems. Because of this, Necrons do not receive any special immunities in this regard. In the Warhammer 40,000 universe there are many troops with an equal claim to special immunities, such as Tyranids and Daemons. It is therefore logical to assume that weaponry will keep pace to maintain fairness and avoid unnecessary complication."

I think the same principle holds true in WFB. If we retroactively grant Ushabti or Sphinxes immunity to poison because they are made from stone, many others can make an equally legitimate claim:
  • Undead aren't alive, so poison should have no effect on them
  • it wouldn't make too much sense for Daemons to be affected by poison either
  • and what about the K'daai Destroyer... a fire daemon bound to a metal body would most definitely be immune from poison (which by the way would instantly erase the Destroyer's only two losses in the Best CC units tournament!).

This is a fair point, but in that 40K rule you have futuristic races that often have multiple different rounds of ammunition or settings on their tech. In Fantasy however I just couldn’t see that happening - how could pathetic little Skinks configure their poisoned darts to somehow make them great at killing a stone statue? I’m sure I remember seeing an Ogre unit that was immune to poison somehow, so if an Ogre can a statue can. Stone is almost as resilient as metal against impacts and cannot be affected in any way by poison. Also as I mentioned before, how could Monstrous Infantry-size statues be Toughness 4, yet some big fat Crypt Ghouls somehow have Toughness 5, despite being creatures of flesh and blood? Flesh is in no way tougher than stone.

I understand your reasoning with Skeletons and Daemons, but to be fair most of those are smaller models that would be more likely to be damaged by the impact from a poisoned dart alone (and Daemons, though made of warp-stuff, still have some sort of body and organs, so I would assume poison could still damage those internal organs, including the K’daai which has Daemonic body parts that could be focus-fired upon).

+2 toughness at what level of points increase?

No points increase to start with, Ushabti were generally deemed overpriced at 50 points per model for what they were, though if they prove to be OP with such increased toughness their value could be increased by +5 or 10 points.
 
I always thought that their armour save should be much higher. I mean, they're solid stone for crying out loud. I think that would then manifest itself correctly when dealing with Poison. They're not alive, so thus having a poisonous javelin or similar jabbed into them would actually make NO difference.

Just saying.

To be honest I thought their armour save was fine, the models don’t have much metal armour and rely mostly on their natural stone bodies, which should be represented by a higher Toughness.
 
Tyranids and deamons were immune to poison and a few other effects back in 2nd edition of 40k. While I agree to the point that we shouldn't change things due to fluff reasons as it could warp the game, there has to be a middle ground IMO. Constructs are subpar due to either poor armour or toughness not meaning much. I'm not looking for them to be invincible but against two of my friends armies, VC and Lizardmen, most of my constructs were almost free point for them. If we make them too strong the cost goes up and they are less useful again.
 
Tyranids and deamons were immune to poison and a few other effects back in 2nd edition of 40k. While I agree to the point that we shouldn't change things due to fluff reasons as it could warp the game, there has to be a middle ground IMO. Constructs are subpar due to either poor armour or toughness not meaning much. I'm not looking for them to be invincible but against two of my friends armies, VC and Lizardmen, most of my constructs were almost free point for them. If we make them too strong the cost goes up and they are less useful again.

To be honest I think the Sphinxes are fine except they just need to be Immune to Poison (though perhaps Necrosphinxes could be Strength 6?), while Ushabti definitely need at least one extra point of Toughness and Immune to Poison to be in any way effective at the points cost they currently have. Otherwise I’m content to leave them as they are
 
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