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===Rare Units=== *'''[[Demigryph Knight]]s:''' Moved to Rare with a minor point bump to 60 and loss of AP on the mount. Making them less broken. You can say f**k you to that guy that brought 6 Demigryphs and 2 Steam Tanks to 2000 point games. They are still Inner Circle knights on Demigryphs with 3 S5 attacks + impact hit. Not a lot of things can tank that. Can use Lances to destroy first round, or trade for Halberds and -1 armour in CC so the rider still has S5 if the fight lasts longer. *'''[[Helblaster Volley Gun]]:''' Oh man. The Helblaster [[dakka|potentially fires three artillery dice]] worth of Strength 5 shots with Armor Piercing. Any misfire rolls on the black-powder shot but are more forgiving as they only affect the current and next dice rolled. *'''[[Helstorm Rocket Battery]]:''' Upped in strength and cut in cost, this is the only piece of artillery that got only buffs and no nerfs in the book. It fires 3 Templates past your troops' heads. With the shift away from mass blocks of infantry the Helstorm's main targets are not on the board. *'''[[Steam Tank]]:''' The Steam Tank is awesome. A [[Leman Russ Battle Tank|1+ armor save with T6, 10W]], and up to 3 D6 random movement makes this guy look very scary to your opponent. The more wounds you take the more likely you are to hurt yourself, but if done right it can still be effective with 1 wound. Though at that point I'd rather just blow myself and everyone around me to smithereens. At only 225-250 pts. this guy can hold up double its worth. Oh, did I mention the extra cannon? Just don't hurt yourself too much, or you'll be inching across the table. The steam tank is better overall and safer to use. When in melee combat, do not forget the attacks from the engineer. Is it a reliable source of damage? Heck no! But driving closer to those Chaos Warriors to hit them with your scepter will earn respect knuckles from your opponent. Plus, that one time you bash in their skull will be hilarious. Take THAT, meathead! **'''Steam Tank Variant:''' the Steam Tanks supplement gives a couple of different versions of the classic tank. ***'''Conqueror:''' The classic tank in the main book, with a cannon were you increase its range by 12" for each steam point spent. ***'''Old Reliable:''' Replace the Steam cannon with a Steam Volley gun for 25p less, Multi-shots equal to Artillery dice. ***'''Implacable:''' Has a mortar for its main gun. ***'''Sigmar's Hammer:''' a Melee Tank with the charging and Grinding attacks inflict d6 hits instead of the usual d3 per point. ***'''Von Zeppel:''' A cross between a Steam tank with a fighting crew of a War Wagon, Grants more range than Sigmar's Hammer but also has a variety of melee weapons for any occasion. *'''[[Luminark of Hysh]]:''' Gives a 6+ ward save in a 6" bubble, adds a power die, and fires a super laser (Strength 8 multiple-wound magic missile that goes through units like a pre 8 edition bolt thrower). It can be used as a mount by a Wizard Lord using the Lore of Light. useful buffer for going big holding lines while also shooting doom lasers through high-value enemies. *'''[[Celestial Hurricanum]]:''' Gives a reroll 1s to hit in close combat in a 6" bubble, adds a power die, and dumps a random storm on an enemy using the small blast template. It can be used as a mount by a Wizard Lord using the Lore of Heavens. The random storm isn't that great and is a low-level bound spell so often easily dispelled, bought more for its reroll bubble and free power dice. *'''[[War Wagon]]:''' It's a big rolling box of weapons, and what's not to love about that? On top of the long rifles and handguns, it has a blunderbuss (12" (1D3) Repeaper pistols and can shoot without penalty on multi-shot or against charging units), a Mancatcher (KB), A Hook Halberd (Halberd with +1 to hit Cavalry and Monstrous Cavalry), and a Ball & Chain (Flail that deals d3 hits with each attack). And all of this can be thrown at different people. **you have 8 people in a wagon, and by weapon and their own roles, each crew member can individually pick a weapon and spit their attacks. Despite being humans, the weapons they have to carry them at range and melee. **Long Rifle snipe characters, Repeater Handgun take long-range, Blunderbuss is for short-range and charges, Hook halberd fights calver, Ball and chain is chaff grind, and Man Catcher is if they are too tough for a Hook halberd. *'''The Marienburg Class Land Battle Ship:''' a Ship on land, made a mobile gun platform, had one Cannon that can always fire in addition and 6 handgun shots. they can also have move ether slowly forward 6" or random move (3d6") but with a chance of something bad happening.
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