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===Treasures of Amazonia=== '''Star Sword:''' Magic Weapon 80pts. It's a lightsaber. Seriously, it's an energy-bladed sword that darts around with preternatural speed to strike a foe and block incoming enemy attacks. It gives the bearer the Always Strikes First, Ignores Armor, and Parry (6+) special rules. A pretty neat sword that will be useful against heavily armored enemy Heroes. '''Bright Staff:''' Magic Weapon 50pts. This is a more powerful kind of energy blaster weapon. The Queen of the Sunstaffs with increased Range 30" and Multiple Shots (D6). costs 40pts more (35 for a Matriarch, and too much more for Priestess) than a regular one for an extra 6" of range and on average 1-2 shots more. Its random nature may even leave you with fewer shots on a turn when you need them. Skip for the most part, but it can work on a cheap Mistress. '''Skypiercer:''' Magic Weapon 25pts. An enchanted longbow that launches burning arrows that can punch through multiple foes at a time. Has Range 30", Strength 5, and the Flaming Attacks rule. Additionally, it strikes all models in its range in a straight line if it hits. It is a cheap Magic Bolt Thrower that does not suffer degrading S for every model it wounds. Put the bearer on a fast mount and try and get to the enemy lines flank. If you do this, you can get an ungodly number of shots. Beware of hitting your own girls as well. '''Crystalline Armor:''' Medium Armour 35pts. Fashioned from mystical crystals that fell in a meteorite, this Armor is light and flexible when the bearer needs to move but durable against blows and can even safely dissipate enemy magic. This is Magic Medium Armor that anyone can wear. For every spell successfully cast upon the bearer or the unit she is with, the Amazon player gains an additional Power Dice or Dispel dice to their current pool. This can be pretty useful if you are placing the bearer in a Death Star that will receive a lot of Magical attention from both sides as each turn. You can probably get 2 or more free dice from this helping you have a long-lasting magic phase. '''Shield Amulet:''' Talisman 40pts. A powerful, if unreliable, force-field generating device. For every Wound the wearer suffers, roll a D6. If this number is equal to or higher than the Strength of the Attack, the Wound is nullified. It grants you a 4+ Ward save only against S3 attacks. This will not be worth it against armies with S4+ troops like Ogres or WoC. If you bring this, make sure whoever is wearing it is only pointed at light infantry; otherwise, a skip. '''Magic Feathers of Natalina:''' Talisman 50pts. An enchanted headdress that simultaneously projects a field of flickering, unstable colors when the bearer is in motion and heightens their reflexes. Enemies must re-roll successful rolls To Hit in close combat and missile weapons against the wearer. In addition, she gains the Ward save (6+) special rule. Combine with an Amulet of the Moon to make ranged attacks unless such a combination may be overkill as very few enemies will even target the bearer of such a combination. Though this said, a Serpent Priestess could benefit from this. '''The Cobra Staff:''' Arcane Item 30 pts. Bound Spell, Power Level 3. The Cobra Staff contains a magic missile with a range of 18" that causes 2D6 hits. These hits always Wound on a 4+ with the Armour Piercing (2) special rule. Sun Staff Magic Edition. A pretty good Bound spell that grants a Level 1 Priestess a whole lot of ranged death. Not only effective against infantry but also consider it aginst high toughness Monsters. '''Elixir of Life:''' Enchanted Item 50pts. A bottle of the precious immortality elixir that the Amazons so zealously guard; in battle, it is powerful medicine. It grants the bearer the Regeneration (6+) rule and automatically restores one Wound suffered earlier in the battle at the start of each turn. '''Blue Stump Brew:''' Enchanted Item 20pts. The Amazon priestesses prepared a special cocktail of physically enhancing drugs. One use only. The brew may be drunk at any time. Roll a D6; this is the number of points the character may increase her characteristics. She may freely divide them between several different characteristics if she wishes. The brew's effects last until the start of the character's next turn. Now, this is a good item for Melee Mistresses. Sure it is random, but at 20pts, you only need a 2+ for it to have been worth it, and the fact you can decide which characteristics you buff makes it incredibly flexible. '''Jaguar Standard:''' Magic Standard 50pts. The unit carrying the Jaguar Standard gains the Frenzy special rule. In addition, they take their Break Tests on 3D6, discarding the highest result. Good on large Tarpit units that you need to hold the line at all costs.
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