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Warhammer Army Project: Magic Items
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===Magic Weapons=== Shores up any deficiencies in the killing department. Characters can only have one, so identify what you want him to be better at. *'''Dragon Blade:''' 60pts for hits to be multiplied by 2. This means that one hit into a unit can kill two people if they both end up wounding. *'''Giant Blade:''' 45pts for +3 Strength. With a 15pt reduction from 8e, this can now be put on Heroes. Strong as always on a high attack high WS Elf Lord. *'''Sword of Bloodshed:''' 45pts for +3 Attacks. A similar story for above but should be used on characters with a high base strength so they can murder even more chaff. Doombull's favorite. *'''Ogre Blade:''' 30pts for +2 Strength. 10pts less than 8e. the reason you take this over a Giant Blade is to save 15pts for another Item or you already bought Giant Blade for someone else. *'''Sword of Anti-Heroes:''' 30pts for +1S & +1A for each enemy character in base contact with the wearer or his unit. Ideal for Chaos Lords and Blood Dragon Vampires as they need to be issuing challenges and should be pursuing characters anyway. The rules as written increase the user's strength and attacks, so pair with an additional hand weapon for a free extra strength attack. *'''Sword of Strife:''' 30pts for +2 Attacks. Similar story to Sword of Bloodshed. However, with additional handweapons allowed to be combined with magic weapons now, it seems a little overpriced. *'''Obsidian Blade:''' 25pts for ignoring armor saves. 25 pts cheaper than 8e but still borderline useless. <s>For 5 more points, you can get a giant blade and be better off most of the time.</s> The only reason to take would be if you are against some Knight fetish player playing High Elves, Bretonnia, or Empire that fields an army exclusively made up of +1 or +2 barded t3 knights. Also great counter to characters abusing a high save and the Dawnstone. *'''Bone Blade''' 20pts for multiple wounds d3... 1/3 of the time this does nothing. still good at taking out heroes and Monsters with fewer successful attacks. *'''Fencer's Blade:''' 25pts for WS10 and is a paired weapon. 10pts cheaper than 8e. May be good for low-WS combat lords/heroes, though it prevents from using a shield. Really shines on mage characters, drastically improving their chance to survive in melee, or on HIgh Strength Low WS Characters. *'''Sword of Swift Slaying:''' 25pts for ASF. Considering how rare ASF is now this is more useful. If you could take this on a great weapon this would be the cat's pajamas. *'''Blade of Sea gold:''' 15pts for Armor Piercing (3). Really should just fork over the 5 pts for an Ogre Blade. *'''Relic Sword:''' 20pts to always wound on +3 (8e was 10pts to always wound on +5). It can be viable against a Dwarf Lord with the Master Rune of Adamant or Templeguard with a Throne of Vines buffed Flesh to Stone. *'''Sword of Fortitude:''' 20pts for Immune to Psych for the bearer and unit. *'''Parrying Blade:''' 20pts for +5 parry save. Combined with a mundane shield gives the wearer a +4 ward in most close combat situations. *'''Sword of Battle:''' 15pts for +1A. Cheap and a little extra kill power, wouldn't bother with it on anything bigger than a hero. *'''Sword of Might:''' 15pts for +1S. Nice, I guess, if you want to give your hero some extra punch and magic attacks, general outdone by many other weapons but it is economical if you have plenty of attacks base or expect ethereals. *'''Berserker Sword:''' 15pts (5pts cheaper than 8e.) The frenzy which cannot be lost. +1A is not that great and downsides of berserker rage are not really worth the ItP (if the char has good Ld, he doesn't care for ItP that much, if the char has bad Ld, he will suffer from frenzy badly). Skip. *'''Sword of Striking:''' 15pts for +1 to hit. Actually, very nice. Due to how WS works (WS10 and WS3 hit WS2 on the same roll), independent "to hit" modifiers are very nice. *'''Biting Blade:''' 5pts for Armor Penetration. If you really want that 1ArP, just scoop 10pts more and get Sword of Might. Skip. '''Alternate Take:''' Could be useful in small games or on a budget character, especially if you find yourself going against high armor opponents like dwarfs. *'''Shrieking Blade:''' 10pts for causing Fear. Given how fear works in the current edition it is actually playable and competitive on single heroes destined to hunt ethereals or vs moral manipulation armies. Those have fear themselves so with Blade you don't worry about Ld bubble even with low-Ld heroes. *'''Tormentor Sword:''' 5pts for granting Stupidity to a character/monster wounded by this. Once again, would be neat as a special rule, useless as an item. As above, playable only on Ethereal hunter. *'''Warrior Bane:''' 5pts. A monster of character who takes wounds from this weapon loses 1A per wound taken. Last item in the trio of "would be a nice special rule but is a shitty item" weapons. Its problem is that it requires being welded by an already strong character to be effective, and you would rather have them boosted so they can kill characters instead of Debuffing them. And the third one to the collection of cheap weapons for cheap chaff/ethereal hunter. Has a lot of potential as an anti-vampire/chaos lord weapon on a tanked out lord or champion (assuming they can land the wound). *'''BLADE OF SLICING:''' 10pts. AP(2).
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