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== Treasures of the Seven Heavens == *'''Blades of Gan Jiang and Mo Ye:''' Counts as paired weapons; the wielder gains +1 to their To Hit and To Wound rolls. Also, successful enemy Armour and Ward saves must be re-rolled. Hm...it's pretty nice (and at least it doesn't take up all 100pts allowance you have) but since it is 65pts, it'll force you to take a fairly mono-build leader; and with the Warlord being a squishy human, you'll have to take great care about where you deploy and maneuver this guy. In other words: take these blades, and you'll effectively turn him into a glass cannon. *'''Jade Sword of Feng Wu:''' Essentially makes the wielder an Elf. The wielder gains ASF and +1 to his Weapon Skill. It's okay, but for what it costs, you can probably get better. Meh, all around. *'''Imperial Dragon Armour:''' Counts as Hvy. Armour. Enemy attacks suffer -1 to their To Wound rolls. The wearer also gains a 2+ Ward against Flaming Attacks...oh and it also allows the first unsaved wound to be discounted automatically. For 55pts this is decent. *'''Fist of Iron:''' Gives the bearer another point of Armour Save. He also gets +1 to his Strength for every rank his unit has (to a maximum of +3). If you keep him in a unit with ranks this comes down to a Giant Blade for 5 more points and +1 Armour. Keep in mind this doesn't take up a magic weapon slot, so combo them together for +6 str... *'''Jade Dragon Token:''' Wielder gains Regen (5+) and 3+ Ward against spells for 35pts. Long story short: put this on your Wu Jen Lord, not your Warlord (He needs a universal Ward save DAMN IT! (except when you use the previously mention cheese)). *'''Brush of 1,000 Years:''' Every time the bearer successfully casts a spell from the Lore of Yan and Ying and rolls any doubles, he may choose to make a leadership test on his own, unmodified Leadership statistic. It the test is passed, the spells count as having Irresistible Force. If the test fails, the spells count as having miscast. Though this is 65pts, it's really nice for your Wu Jen Lord. Since the Irresistible doesn't come into effect until after the end of the rolling (where you'd get the negative side of Irresistible). Have an enemy you know is going to bring that Slann? Ruin his day and his perfect gaming record with this. If you have an enemy that will hardly have any chance of dispelling your spells anyway, those 65pts could be better spent elsewhere. Oh, and remember, DON'T uses this willy-nilly! Though you can't be affected by negative leadership modifiers, a Ju Wen Lord only has Leadership 8...Tread. Carefully. *'''Cui Dan's White Orb:''' Another high risk/reward item for magic users. This one gives the bearer +D3 to his Casting and +1 to Channeling. However, if the bearer miscasts he must roll 3D6 for the test and use the lowest two. This one doesn't have an option to not use so you'll constantly be in greater danger of having your Wu Jen Lord being sucked into the Warp. Both this and the brush basically have the same purpose; to increase the potency of your spellcaster and try to shut the enemy from nullifying it. It's arguable to which is better overall; the brush automatically gives Irresistible with the 'substantial' chance of suffering for it while the Orb gives a small increase to your potency for far fewer points. And whilst with the Brush you have a greater chance of having miscasts, you suffer the worse with miscasts when you have the Orb. It's really your preference which you choose. *'''Gong of Tsao Taso:''' Enchanted item with a one-use bound spell at Level 5. Enemy warmachines, chariots, unique units and units in buildings suffer D6 S6 hits within 12" of the bearer; while other enemy unit types take panic tests. Eh...unless you have a spammy Dwarf artillery enemy (which you'll have a hard time getting to...if you can even get there before getting shot down), an enemy with lots of chariots (maybe SOMEONE actually uses chariots...I actually haven't seen any being used) or lots of occupied structures (can't remember the last time occupied buildings were used in Fantasy), you'll find almost no use for this. Panic is fine but it just doesn't compensate for this being forty points. This just feels like a miss...it's a fluffy one but little reason to actually use it. *'''Standard of Cathay:''' For one hundred points you get the following: the bearer units gaining Stubborn, friendly units within 12" getting Immune to Panic and enemies in base contact suffer Strength 3 hits with Flaming (these count towards the combat resolution). It's a fairly nice banner...but...it just costs too much. In your 2,000 point games...no. No way. If you're doing a large Apocalypse-esque game...GO FOR IT! Get a line of Imperial Infantry before the enemy horde and HOLD THE LINE! *'''Sky Banner of the Lofty Heavens:''' A one-use banner that gives a unit fly at the beginning of the Movement Phase for the rest of the turn. This does have great potential. Put this on cavalry, pop it and use it to get over a large, impassible terrain piece into your enemies more juicy units...but its cost is a bit much. Bring this only if you know you can properly use it without wasting fifty points or leaving your troops stranded without help. The Weapons, Armour and Arcane Items are pretty good and worth looking at. But the Banners and the Gong are definitely situational...if even that.
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