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=== Special Characters === *'''Xen Huong, Celestial Dragon Emperor:''' This here is the Emperor himself...but don't be fooled by children stories about Chinese Emperors. This one is far from old, crippled and completely helpless. This here bad-ass can stand toe to toe with a Chaos Lord and turns into A MOTHERFUCKING DRAGON! But before we get into the meat of his kit, let's look at his stats. Weapon Skill 7; Strength, Toughness, and Attack are all 5's, Initiative of 6 and 4 Wounds...pretty beastly, wouldn't you say? Now, his magic items. First is his long sword; called the Phoenix Talon. It gives an additional -2 modifier to Armour Saves against wounds made by this weapon (on top of his S5) as well as giving him +2 Attacks...whose the horde blender now, Undead scum?! He also has the Imperial Dragon Seal that gives him Regeneration and enemies targeting him suffer -1 to their To Hit rolls; in both CC and Shooting. **As stated before he can change into a Celestial Dragon. He gains two Strength and Wounds as well as another point in Toughness but -1 in Attacks (he also can't use his sword...for obvious reasons) and -2 in Initiative (as well as the other special rules for Celestial Dragons). Despite how good he is as a CC Master, his lack of an obvious Ward Save is quite troubling...so yes...Glass Cannon Lord and he IS a whopping 450pts. Don't take him in smaller games...he's just simply too much for someone without a Ward Save (unless you're playing for fun...then have at it!) *'''Zhao Fei, Grand General of Cathay:''' A significant step down in cost from the emperor at 210 points, Zhao Fei has a more supportive role. His statline is nothing to write home about, being the same as the generic lord option, and he rides a normal warhorse. However, his magical spear can be thrown and acts as a bolt thrower when he does so, and his armor with the Horse gives him a 2+/5++, the ward save being a marked advantage over Xen Huong. His special rules are where he benefits the most, however: Everything within 12" re-rolls failed panic tests, and most importantly, he can take 50 points of stratagems. This means that Zhao Fei fulfills the role of both a strategist and a warlord in your army, and so can very well be the only character you take besides a wizard. In addition, his armor and warhorse mean that you'll be able to use stratagems on cavalry units that would often be outside of a Strategist's range. Overall he's a bit pricey at 260 when loaded up with stratagems(and why would you take him if you don't), but he's alright and can fit into smaller point games nicely. *'''Tian Shi:''' Named character Level 4 wizard, he's a loremaster of Heavens and damn good at his job at a hefty 340 points. Of course, he *only* has access to Heavens, so keep that in mind. He has the rule "Grand Astromancer", which allows him to re-roll one power die in each magic phase, and his robe allows him to generate d3 extra dice in every magic phase. In addition, once per game, he can auto-cast any spell at its lowest level for free, but he no longer generates d3 power dice a turn. Excellent for the end game, throwing out a bolt of free chain lightning, on which he can re-roll the number of hits on due to his staff along with Urannon's Thunderbolt. He's a hell of a wizard, giving more dice and buffing two spells that he, of course, possesses automatically. If you want a great heavens wizard, he's your man, but for any other lore, you'll need the basic Wu-Jen. *'''Huan Bei:''' Captain of the Emperor's Guard, and thus must join a unit of them. This isn't as big a deal as it sounds since he now makes them core, and they all have a re-rollable break test on 3d6, dropping the highest. His particular weapon is that Green Dragon Glaive, a halberd that deals d3 hits on every successful hit, has armour piercing (1), and provides a -1 to hit him in combat. If you decide to take multiple guard units, pick him to lead the biggest and stack the Razor Standard to really throw in the hurt. *'''Chu-Ye Xian, Grand Imperial Strategist:''' He is the most elite strategist, capable of buying up to 125 points worth of them. His strategies all have double range and he can re-roll their tests. While he's far from a good combatant, he has used. His shooting can either be in the form of a poisoned Cathayan repeater crossbow or in an instrument that can knock out an entire unit for a turn on a failed Ld check. His only protection is in a fan that robs an attack from anyone in b2b and makes them ASL, which is the only way he might be able to retaliate. *'''Cheng Long:''' Grand Master of the Celestial Dragons. While he can't be general, he's plenty impressed with the fire breath, hover, and the ability to give a pack of his boys stubborn while he possesses Immunity (Psychology). On top of being just a better monk, he also possesses upgraded versions of each style (Black Tiger adds +d3 attacks, White Crane adds ASF and +1 to hit, Fanged Snake gives HKB, Great Dragon gives +2 Strength, and Praying Mantis gives a 4++ ward). *'''The Monkey King:''' Because calling him Son Wukong or Son Gokuu would be too damn obvious. He's actually a mix between monk and monkey, possessing flight and the fighting styles as well as the ability to provoke berserk fury (a la Frenzy) to anyone in charging range. Of course, he wants to be in combat, where his quarterstaff can add +2 to his strength and he can make use of his single-use ability to double his attacks and gain a 4+ ward for the turn. *'''Dalan-Tai:''' Khan of the nomads. He's the best when it comes to Steppe Nomads and lets an attached unit re-roll dangerous terrain, flee, and pursue tests. On top of this, he lets his unit fire while fleeing by sacrificing swiftstride for the turn. All this archery is based on his Dragon Bow, an S5 bow that goes through armor like nothing.
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