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===Expansion Magic Items=== Items from editions passed. The expansion is a boon for all armies, but for Beastmen who relied on some cheese item combos to be viable in 8th, this is an especially welcome return. ====Weapons==== *''Primeval Club:'' 60pts. When rolling to wound, the owner's Strength is treated as equal to the unmodified leadership of the target (including when calculating AP). Even with the 40pt reduction, and now this thing is hitting at S6 or S7 the majority of the time just against grunts, imaging the duzy it is against characters. *''Axe of Men:'' 40pts. for Killing Blow and upon killing a character in a challenge granting his unit Stubborn and Terror. No sane opponent will accept a challenge against a character equipped with this. The 35pt reduction could prove useful if your opponent has many squishy heroes to take out. *''Slaughterer's Blade:'' 40ts. Great weapon model on foot only. Each wound inflicted with the weapon has a 50% chance of restoring a wound to the bearer. Nice. Bulls make the most from this as they often don't require bigger magic weapons to be effective. *''Hunting Spear:'' 35ts. A Spear that can be thrown like a javelin that is resolved like a bolt thrower. Cheaper by 15pt, but bolt throwers have been nerfed edition wide. Still will cause insane '''[[Rage|rage]]''' if your wargor manages to knock a Lord on a Pegasus out of the sky. *''The Steel-Claws:'' 40ts. 5pts more expensive but as deadly as ever. Two hand weapons that grant 1-3 extra attacks and on 6s grants Ignores Armor saves rule. Combine with the Jagged Dagger and a Savage Beast of Horros augmented Shaman for a potentially stupid amount of bonus dice when in melee. *''Mangelder:'' 30ts. Grants terror and everyone wound caused by the weapon reduces the models' leadership by 1 (as unit use the highest Ld present in a unit the -1 only matter against wounding characters). With a 20pt price drop and the stronger terror in 9th edition, this item is more than viable. *''Brass Cleaver:'' 30ts. Grants the wielder +1 attack for each enemy model in base contact. This belongs to a Minotaur Character. Pray your opponent brings tiny bases. It only provides one attack in a challenge, however. With the cost increase of Steel-Claws and considering this allows for a shield, this is stronger in most circumstances. *''EverBleed:'' 20ts. When a model gets wounded by this weapon, roll a d6. On a 4+, an additional wound is taken. Keep rolling and wounding until it is not a 4+. If you're against ogres, take it for sure because you'll only be attacking multiple wound models. Otherwise, take almost anything else. However, the Bone Blade for 5 more points is more reliable in that situation. *''Scimitar of Skultar:'' 5ts. For 6's to ignore Armour saves... pass. ====Armour==== *''Blade-Blunter Armour:'' 40pts. Medium Armour. At the end of combat, roll a D6 for each magic weapon that hits the wearer. On 2+, the item becomes mundane for the remainder of the battle. Still situational, but 10pts cheaper is great. Don't ever let your opponent say that your model needs to be alive to take the rolls. It's been FAQ'd. *''Pelt of the Shadowgave:'' 30pts. Light Armour, shooting attacks directed at the bearer or his unit suffers -1 to hit. Enemy Spells a -2 to cast. Considering that you need your lightly armored units to cross the table in every list, this is almost mandatory, especially with that 15pt reduction. If this item saves 3 Bestigors, you've made your cost back. *''TrollHide Armour:'' 30ts. Light Armour gives the wearer Regeneration(4+). For three-fifths, the cost of 7th edition can be viable. *''Pelt of the Dark Young:'' 15pts. Natural Armour 6+ and Magic Resistance (1). Armour Save that doesn't replace mundane Armour or shield? [[awesome| yes please]]. *''Blackened Plate:'' 10pts. Medium Armour. The wearer gains immunity to flaming attacks and gives a 4++ save against non-physical flaming attacks. A recent nerf rather having a unit of flame retardent trolls. Pairs with taking a regen item. plenty of anti-infantry warmachines and spells are flaming attacks. *''Chaos Armour:''' 10pts. Heavy Armour. Any character, including Wizards, may take it. ====Talismans==== *''Crown of Horns:'' 30pts. 5+ ward and a +1 to Rally attempts. Take this over the BRB 5+ Talisman. *''Eye of Night:'' 25pts. MR(2) and if a Light, Life, or Heavens Wizard miscast, you can force a reroll on the Miscast Table. With the 20pt price reduction, this item went from being wholly inferior to Obsidian Lodestone to 95% of the time inferior to Obsidian Lodestone. ====Arcane Items==== *''Skull of Rarkos:'' 55pts. Beastmen Wizards within 12" add +1 to casting result. With the changes to Wizard levels, it is now much harder to get a +1. On top of that, this has double the radius (which translates to 4 times the area) and costs 5pts less. This item is probably worth it, even if it's only benefiting the single Wizard. If you have more than 1 take this for sure. *''Staff of Darkoth:'' 25pts. Bound Power Level 3 Viletide. Cheap way to sniper war machines and whittle down wizard bunkers. Half cost compared to 8th. *''Plague Chalice:'' 20pts. Mark of Nurgle only. Can Take a Str 4 Igrnor armour and wards hit during the magic phase, so any double (except 1's) will give another free power dice to the attempt. Your already tough + Nurgle, so why not. *''Hagtree Fetish:'' 20pts. Choose an enemy unit within 24" at the start of each Magic phase. Reroll Wound rolls made during the Magic phase against them. ====Enchanted Items==== *''Horn of the Great Hunt:'' 35 pts. A PL4 Bound Item with Bestial Surge from Lore of the Wild. Honestly only useful if you're not taking any Wild shamans, freeing your wizards up for other lores while Beastlord amplifies mobility and Primal Fury. *''Stone of Spite:'' 25 pts. A single-use PL5 spell lets you blow up every magical item within 16" of the bearer and deal 1d6 S4 hits on anyone with a magical item. Honestly, this is scary effective, especially for hero-centric armies like WoC or Bretonnia. However, this can also blow your stuff up too. *''Horn of the First Beast:'' 25 pts. Beastlord and Wargor only. Lets anyone within 12" reroll Primal Fury checks, which is important for boosting your chances at success. *''Goretooth:'' 25pts. While it grants Hatred, it also inflicts Bloodgreed, that rule that makes Minotaurs dangerous but also easy to mislead. *''Skin of Man:'' 15 pts. Infantry only. Grants Scouts, which is useful, especially for some early set-up Shamans. Sadly, this won't apply to Minotaurs. *''Cacophonous Dirge:'' 5 pts. Negates enemy musicians within 8". Will remove the rally reroll and cant swift reform. *''Bloodhunt Horn:'' 10 pts. A single-use item that forces a fleeing enemy to auto-fail a rally check. *''Jagged Dagger:'' 10pts. Wizard Only. Dish out a shaman for combat, put him in a chariot, augment him and make it rain Power/Dispel dice. ====Standards==== *''The Flesh Banner:'' 35pts. All enemy units in base combat suffer D6 S4 hits distributed as shooting. *''Totem of Rust:'' 15pts. All units (friends too) in base contact with the Totem treat their Armour save as 1 point worse. It does not affect Natural Armour. *''Vitriolic Totem:'' 25pts Gain Poison attacks. *''Manbane Standard:'' 25pts enemy within 6" of unit suffers -1 to Leadership characteristic. *''Banner of Outrage:'' 25pts unit auto pass Primal Fury tests and rolled a double for it, but enemies hate you. If you have better initiative, having Frenzy and rerolling hits in CC outways being easier to hit the first round. *''Gore Banner:'' 20pts re-rolls failed Psychology tests. *''Preyseeker:'' 10pts. don't have to roll to arrive from ambush, and they can March that turn.
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