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==Equipment== *'''Full plate armour:''' emperial smiths create advance 3+sv armour. Limited to Inner Circle Knights, Reiksguard, Demigryph Knights, Generals, Grandmasters, and Captains. ===Experimental Weapons=== *'''Hochland Long Rifle:''' a Sniper handgun. Useful for pickling out Squishy wizards. *'''Repeater handgun:''' a handgun with Multishot 3. *'''Reapeater Pistol:''' a pistol with Multishot 3. *'''Grenade Launching Blunderbuss:''' Strength 6, Effective Ap of -4, but slower to fire than Handguns, but will reliably take out most humanoids no matter the armour. *'''Pigeon Bombs:''' a bad handgun bomb with infinite range. if it hits, put around template over the target, else nothing or you explode. ===Heirlooms of Magic=== *'''Runefang:''' 70 points. A Sword that auto-wounds, no armor saves allowed for when you want to call your commander "Count" instead of "General". A much more impressive (and expensive) sword than the Obsidian Blade, but rightfully so. Also you can buy your dude some magic armour to go with it now. *'''Mace of Helstrum:''' 50 points. You get a greatweapon that lets you trade all your attacks for a single S10 hit with the Flaming Attack and Multiple Wounds (D3) special rules. This will make a skaven player fielding the hell pit abomination cry, as not only will you be able to deal up to 3 wounds, but you will also strip it of its annoying regeneration. That is if your underprotected lord survives the abomination's counterattack. Hint: snipe those with the cannons. *'''Armor of Meteoric Iron:''' 40 points. 1+ Armor save, and 6+ Ward Save. The 1+ is very impressive, but 6+ Ward is not, but now wards stack. Take a shield; you already have a 5++, and then add a TALISMAN OF PROTECTION or any other such item to get the max 4++ for only 58 points. A 1+ armor may be good, but any kitted-out challenge character will likely be S6 or higher, inflicting a -3 modifier on your save. And that's assuming no Armor-piercing. You could also consider taking the Dawnstone on a lord that allows you to reroll bad armour saves. Assuming that the enemy is s6 with no AP and lacks magical attacks, this nets you a 3+ rerollable + 5++ save for 65 points. *'''Helm of the Skaven Slayer:''' 15 points. It causes Fear, and if playing against Skaven, it causes Terror. But, all Skaven gain the Hatred special rule when attacking the unit containing the bearer. *'''Shroud of Magnus:''' 60 points. It gives you a 5++ ward save with magic resistance 2, both of which will help protect against spells. It also grants any attached unit immunity to both Fear and Terror, which can keep them fighting against monsters. *'''The White Cloak of Ulric:''' 50 points. Enemies in base contact with bearer have -1 to hit. Also, it confers 5++ ward, which becomes 2++ if a Flaming weapon attacks you. Awesome against Flame breath weapon dragons and the like, including Tzeentch daemons. *'''Van Horstmann's Speculum:''' 40 points. When in a challenge, you swap all (not pick and choose, you must swap all) characteristics with your challenger. Hilarious when you steal a Vampire Lord's characteristics when you challenge him with a mere Empire Battle Wizard. *'''Aldred's Casket of Sorcery:''' The aggressive spellthief's item. This allows you to rob one random spell from an enemy wizard on a 4+ and then use that spell against the enemy as a single-use bound spell with power equal to its basic casting value before vanishing for good. *'''Ring of Volans:''' 30 points. One use only. Choose 1 spell from any of the 8 CRB lores and generate a spell as if the bearer was a Level 1 Wizard. The spell can be cast just like a bound spell, with a power level equal to the lowest casting value. *'''The Imperial Banner:''' 85 points. This allows your boys within 12" to roll 3d6 for all Leadership tests and drop the lowest, which is essentially giving you another general on your BSB. If you're ever in a situation where you'll need morale kept among two fronts while your general's off killing, this is how you keep your gunners in line. *'''Griffon Banner:''' 60 points. Your extra rank bonuses are doubled. However, you can never pursue an enemy and must ALWAYS hold their ground when being charged. Hint: you cannot purse, but your detachments are free to do so. Slap it on your pikemen/spearmen. *'''Banner of the White Wolf''': Knights of the White Wolf only. This grants Fear and then Terror on charges, which is ideal for a unit bent on shattering enemy morale. *'''The Knights Panther Battle Standard''': Knights Panther only. This grants Magic Resistance (2) a strange choice of ability, but it allows them to attack unharried by any Metal Wizards or other mage-fuckery. ===Expansion Magic Items=== '''''Weapons''''' *'''Sword of Sigismund:''' 40pts. ASF and +1S, are two things your characters would like to have. *'''Sword of Fate:''' 35pts. Pick a character or monster at the start of the battle, the wielder can now wound them on 2+, ignoring armor and Multi wound(D3), which is ideal for killing the lynchpin. *'''Sword of Power:''' 35pts. +2 Strength and AP(1), comprise between Giants and OGRE BLADE. *'''Daemonslayer Blade:''' 35pts. against Daemonic, gain +1 to wound with Multiple Wounds (D3). Situational as Daemon are only a part of few book but effective on paper at taking down a prince or greater deamon. It's still a human hero vers often a monster melee blender while having your weapon slot filled, so gear up defense and partner up with a beast wizard to role play Doomslayer. *'''Spear of the Hierophant:''' 35pts. spear. against Daemonic, gain +1 Strength and reroll their successful ward save. a bit better on a mounted character for the man vs deamon matchup, as you still get a charge bonus. Works on Princes but harder time against Greater Daemons than blade. *'''Sword of Righteous Steel:''' 30pts. Always hit on 2+ and enemy reroll their parry saves. *'''The Griffon Claw:''' 20pts. AP(1) and +1 to Hit. *'''Hammer of Judgement:''' 20pts. Upon hitting an enemy with this weapon, they must pass a toughness test, or else the hit will auto-wound and bypass armour. A potent and cheap Character killer. *'''Blessed Sword:''' 20pts. Reroll all failed to Hit rolls. *'''Cold Iron Blade:''' 20pts. This sword grants +1S and auto wounds Ethereal models, which...is handy but rather niche. SWORD OF MIGHT gives better value and 5pts on something else is better than curb-stomping harder on an already fragile archetype. *'''Wyrmslayer Sword:''' 10pts. Wounds enemy on a roll of 4+ or better and ignores Natural armour. cheap way to fight enemies that are T5+ and Natural armour has become a common way to increase durability in 9th. '''''Armour''''' *'''Armour of Tarnus:''' 35pts. Light Armour that Wizards can wear and also provides a 5++ Ward. All in all a pretty handy upgrade. *'''Shield of the Medusa:''' 15pts. Mathias finally clarified. This shield forces one model in base contact to lose 1 attack for the close combat phase. '''''Talismans''''' *'''Amulet of Thrice-Blessed Copper:''' 35pts. Immune to Poison and is -1 to wound by enemies attacks. *'''Holy Relic:''' 25pts. +1T and Immunity (Psychology). Will bump up that T4 to T5 for your humans. *'''Jade Amulet:''' 20pts. Ignores the first wound the bearer suffers. Situational over stacking more save rolls, but with character have only 2 to 3 wounds, good to ignore the first bad rolls. *'''The Crimson Amulet:''' 20pts. 6+ ward and pass any Characteristic tests. Absurdly good with how many save or die abilities that exist in 9th. *'''Sigil of Sigmar:''' 10pts. Ward(4+) against all enemy spells. '''''Arcane Items''''' *'''Grey Wand:''' 40pts. Grants +D3 bonus on spell casting attempts. Cathay with a cheaper version but with a downside can attest to how good this is. *'''Chalice of Fate:''' 30pts. can reroll failed channeling rolls. *'''Seal of Destruction:''' 15pts. A single-use item that destroys the spell that your wizard dispels on a 4+ roll. like the Destroy Magic Scroll but cheap and guarantees the spell is gone. *'''Crystal Ball:''' 5pts. At the start of your turn, learn about hidden characters and magic items in the unit. '''''Enchanted Items''''' *'''Helsturm’s Staff:''' Arch Lector only. gives his unit Cold Blooded. *'''Doomfire Ring:''' 30pts. Bound PL5 item with Burning Head is a useful line spell to put on a movable hero like pegasus or griffon and invoke possible chain routs. *'''Blessed Silver Hammer:''' 30 pts. Enemy Daemons, Undead, and Vampires models in base contact suffer a Strength 4 Hit at the start of each round of close combat. *'''Arabyan Windglass:''' 25pts. One use only. force enemy to reroll their Winds of Magic. Have a strong dispell game or the opponent doesn't have enough dice. *'''Balestorm Orb:''' 25pts. Witch Hunter only. An enemy wizard within 24" suffer -1 to casting. *'''Ring of St. Horst:''' 20pts. bear and unit may reroll failed leadership test. *'''Icon of Magnus:''' 20pts. Bearer and unit gain Immunity (Terror). Prevent panic test then fighting a monster and deny that enemy combat bonus. *'''Skull Charm:''' 20tps. at the start of the game random chance gain +1WS and/or LD. *'''Boots of Bovva:''' 15pts. Model on foot only. Gain D3 stomps. *'''The Silver Horn:''' 15pts. This has a Bound PL3 spell that causes all units within 24" to rally. chain routs often lose you the game, but now you have a safety net. Good if running a lot of low leadership units or enemies will cause many and/or difficult panic tests. *'''The Powders of Thrice-Dammed Ossk:''' 15pts. Witch Hunter only. One use only. When a wizard miscast, you can force it to roll twice on the table and pick the result. *'''Reliquary of Lector Ostranald:''' 15pts. Each time the bearer's unit suffers unsaved Wounds from a spell, the first D3 unsaved Wounds are absorbed by the Reliquary and have no effect. There is even more protection from magic whether it's For sniping your wizard or magic missing your Knights. Plus it stacks with Magic Resistance. *'''Sanctified Shard of Lichebone:''' 15 pts. Witch Hunter only. Hunter's melee attack ignores ward saves. *'''Von Mecklenburg's Enchanted Shot:''' 15pts. Witch Hunter only. Bearer's Missle attack auto-wound. Don't get the autokill from killing blow your query but this can be used against anything, especially to kill monsters. *'''Dazh's Flint:''' 5pts. Gain Flaming Attacks. *'''The Fang of Orska:''' 5pts. Monsters must pass a leadership test to be allowed to even attempt resolving dice rolls against the character. Effectiveness is dependent on the kind of monster and proximity to general. *'''Sheen of Truesilver:''' 5pts. At end of combat where the bear infected wound(s) on a monster, it must make a Toughness test for each such Wound or lose another Wound with no saves allowed. Take this on a Monster Slayer character and ran out of points. '''''Magic Standards''''' *'''Banner of Sigismund:''' 50pts. Gain Stubborn, or Unbreakable if they already have it. It's a second BANNER OF DEFIANCE. Let your line holder hold the line without worrying about the major negative effects of not winning the combat rounds. *'''Black Skull of the Caliph:''' 25pts. all units within 6" of the unit carrying it gain Immunity (Fear). *'''Steel Standard:''' 20pts. Knightly Orders only. the unit Ignores movement penalties for barding.
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