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===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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