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==Magic Items== In the Imperial vaults there is loads of magic items and here is covered just a few of recommended ones. * '''Dawn Armour:''' Your general or some other combat hero will propably have 1+ armour save and ability to re-roll those saves is normally a pretty fucking good thing. * '''Holy Relic:''' 4+ ward for 45 points. Simple and good. * '''The White Cloak:''' 5+ ward for 30 points and immunity to cold based attacks. The special rule is worth of nothing but fortunately you are paying only for the ward. Simple and good. * '''Griffon Standard:''' 50 points for double rank bonus in close combat. Unit of 20 state troops can be practically invincible with this banner. Unfortunately a unit of state troops can take this banner only if your general is an Elector Count and the only other ranked troop which can take this are the very expensive Greatswords. Battle Standard Bearer is of course an option. The unit carrying this banner can't pursue. Overall this is an extremely good magic item and try to find space for it always. * '''Steel Standard:''' 25 points, +D3" to charge move, failed still only 7". For its price strongly recommended. And here is the rest * '''Runefang:''' 100 points for making all hits wound automatically and no armour saves allowed. Normally it would be extremely good weapon if not the fact that it costs 100 points and only Elector Count can wield it. It's risky to say the least * '''The Mace of Helstrum:''' 65 points for instead of making normal attacks, you can make one with S10 and multipule (D6) wounds. It can be an okay low WS monster deleter if you give it to your Templar Grand Master, but against anything with high WS it's too risky. * '''Sword of Fate:''' 50 points to nominate one monster (must be large target) or character at the beginning of game. Against chosen target this weapon wounds on 2+, no armour saves allowed and causes D3 wounds. If you can manage to get to your target then it's pretty good. Can be neat on pegasus flying assassin captain, but a bit pricy. * '''Sword of Sigismund:''' 50 points for +1S and always strikes first. If you're fighting against elves or skaven which rely on their speed to reduce damage then it can come in handy as those factions don't have good toughness or saves. Against any tougher opponent it might lack punching power (you'll have WS6 S5 A4 at best with this weapon keep that in mind). * '''Sword of Righteous Steel:''' 45 points making bearer hits on 2+ regardless of WS. Can be hilarious if you combo it with Speculum and charge into biggest enemy lord, other than that not worth it imo. * '''Sword of Power:''' 40 points Great weapon but without striking last drawback. Not bad if you're fighting low initiative factions like Orcs or Ogres or Lizardmen but cost a bit (40 points). * '''Hammer of Judgement:''' 35 points for making models hit by this weapon take a leadership test. If they fail they suffer wound with no armour saves allowed, if they pass you roll to wound and save normally. Way too random to actually use it and almost useless if you're fighting close enemy general. * '''Dragon Bow:''' 30 points Bow with 36" range and S6. Can be pretty neat to soften enemy monsters before they get close, but with only 1 shot it ain't gonna do much. Once again captain on pegasus can be an interesting option with it. * '''Sword of Justice:''' 25 points allows bearer can re-roll failed wound rolls. Not completely tragic and can be an okay weapon in smaller point games. * '''Wyrmslayer Sword:''' 20 points to make bearer always wounds on 4+ (unless hit strength would make it less) and large targets loose their scaly skin save against attacks made with this weapon. Maybe if you expect to run into a Lizardmen force with 3 dino's it can pay for it's price, but cannons are better at dealing with those anyway. * '''The Gilded Armour:''' 50 points Heavy armour + Opponent must pass Strength test before trying to hit you. Bad because of it's price and randomness * '''Armour of Tarnus:''' 35 points Light armour with 5+ ward save and allows wizards to cast spells while wearing it. Not bad for it's price and allows your wizards to have 4+ save on barbed horse which is something. * '''Shield of the Gorgon:''' 35 points Shield which makes one opponent of your choosing to loose 1 attack. Too expensive for it's price and using up a magic armour slot. * '''Armour of Meteoric Iron:''' 30 points for 1+ save. If you want to deploy foot-slogging melee characters then it can help them survive combat tremendously + allows you to use weapons which require two hands without worrying about your save. * '''Bronze Shield:''' 25 points to completely ignore first hit character suffers. Skip. * '''Helm of the Skaven Slayer:''' 20 points for +1 save which can be combined with others (this + plate armour + barbed horse + shield with hand weapon = 0+ save) and the wearer causes fear in all models from skaven army. Good against skaven, meh against anything else. * '''Shroud of Magnus:''' 60 points talisman which gives you 5+ ward save and model wearing it is completely immune to Dark, Chaos or Skaven magic even if cast with irresistible force. If it gave this effect for entire unit or at least mount too then it would be interesting option. As it stands it's way too expensive. * '''Jade Amulet:''' 50 points to completely ignore first wound bearer suffers. For that price? Pass. * '''Sigil of Sigmar:''' 20 points for additional dispel dice against spells which affect wearer or the unit he is within. Not bad if you expect a lot of magic from the opposition. * '''The Crimson Amulet:''' 20 points 6+ ward save which also makes the wearer pass all characteristic test except those based on LD. It's way too situational to come in handy and if you want 6+ ward save just take Talisman of protection which gives 6+ ward but for 15 points instead. * '''Grey Wand:''' +1 to all casting rolls for 50 points. Simple, effective and a bit costly but not bad. * '''Seal of Destruction:''' Super dispel scroll which makes enemy wizard completely forget their spell on 4+ for 50 points (bound spells are forgotten on 6+). Is this thing better than 2 dispel scrolls for 50 points? If you can roll 4+ then yes, but it's a gamble. * '''Rod of Power:''' For 45 points you can store up to 3 power dices from your pool instead of using them. In next magic phase you roll a dice and if the result is higher or equal to number of dices you've stored then you get to use them. If you roll below then they're lost. Saving up your magic dices to have more of them in next magic phase isn't terrible idea, especially if your wizard can't even use them all in one magic phase. An interesting option to be sure. * '''Luckstone:''' Once per battle your wizard can re-roll dice used to cast/dispel a spell for 25 points. If you can afford it for your wizards then it's pretty good. * '''Crystal Ball:''' It's a really interesting one. For 25 points your opponent must always reveal any secrets involving all units within 12" of wizard holding it. It means any magical artifacts his characters can hold, any disguised assassins, fanatics etc. he doesn't normally have to tell you. Depending on whether or not you and your friends actually tell or not what is in your list, it can be really useful or completely useless. * '''Wizard Staff:''' 15 points to allow wizards to use one more power dice than their power level allows them too when casting a spell. It's only useful on low level wizards, since your level 4 wizard lords can use up to 5 magic dices already and why would you even need more than that? * '''Laurels of Victory:''' A 70 point artifact which makes each wound your character dealt count as 2 when you're working out combat resolution. Expensive and those 70 points could be used to give your character magical weapon/armour etc. Additionally only really Templar Grand Master can use it somewhat effectively, since Elector Count is stuck with WS5 S4 A3. * '''Rod of Command:''' 50 points to make your unit pass first break test required even if normally they wouldn't be able to. A bit niche dare I say item. If you could decide when you want to use it then it would be better, but as it stands it can maybe be useful against lots of fear causing factions. * '''The Silver Horn:''' 45 points level 5 bound spell which makes all your units on the battlefield rally. Pricy and might not come in use all that often depending on your army and playstyle. * '''The Orb of Thunder:''' Level 4 bound spell which forces all flying units to use their regular movement instead of flying for 40 points. If you expect a lot of flying units then certainly useful, but pretty low power level so might not go off if your opponent decides to store some dispel dices or dispel scrolls. * '''Aldred's Casket of Sorcery:''' Item which makes you steal one randomly chosen enemy wizard spell and then you can cast it and completely remove from game. Power level of spells is equal to that required to cast normally and you can release them all at once if you want to. Well, for 35 points it's not THAT expensive but the question is can you actually deliver your character near opponent wizard to make use of it? * '''Icon of Magnus:''' 30 points which makes wearer and unit he is with ignore fear caused by fear causing units, and reduce terror from terror causing units to only fear. Not bad if you're facing lot's of fear causing units. * '''Ring of Volans:''' 30 points one use only bound spell which is chosen randomly from one of lores from rulebook of your choosing and is cast with power level normally required to cast said spell. Depending on spell you get it's either crap or a steal. Are you feeling lucky today? * '''Doomfire Ring:''' 25 points bound spell with power level 3 which you can cast every magic phase. What spell is it? It's shittier fireball cause only range 18" and S3 D6 hits. Not really worth 25 points imo. * '''Van Horstmann's Speculum:''' Do your characters get constantly shit on by opponents characters with superior stats? Are you fed up of mediocre stats of your humans? Well then this Speculum is for you. For 25 points at the beginning of challenge you swap your S, T, I and A with character you're currently in challenge with. It's hilarious if you manage to catch someone big and beat them to death with their own stats. Combo's really well with Sword of Righteous Steel to negate any to hit penalties from having mediocre WS. * '''Imperial Banner:''' 100 points to make all of your units with at least one model within 12" of this banner re-roll all psychology tests and tests to avoid pursuit. Really expensive for not that amazing effect. * '''Banner of Sigismund:''' 60 point banner making unit holding it stubborn. Pretty good effect but a bit pricy since you'll need captain to hold it for units. * '''Banner of Ulric:''' 50 point banner which gives your Knights of the White Wolf weaker fear. When your knights charge, enemy has to pass a leadership test or they hit knights on 6s in combat + when opponents wishes to charge you he has to pass a leadership test or will remain stationary in that movement phase. Units which ignore fear ignore this effect as well. Not as powerful as fear, and on charge your knights have a good chance of killing enough opponents to survive getting hit back. However it can somewhat screw up opponent game plan when his units won't charge your knights. * '''Banner of Valour:''' 40 points banner to ignore panic. I guess okay? Nothing amazing and it's not immune to psychology which would be much better. * '''Standard of Arcane Warding:''' 40 points banner which gives you 2 additional dispel dices against spells which would affect unit holding it. Useful against magic heavy factions. * '''Banner of Duty:''' 10 banner that allows you to re-roll failed Rallying tests. It's cheap, but they're better banners out there.
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