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Warhammer Army Project/9th edition
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===Generic Armory=== Across the various armies of the Old World, there are things that are pretty much constantly in use no matter who uses them. Swords, axes, shields, these are the things that no army would be without. It should be noted that you can if your unit have multiple weapons that you can only use one for the entire combat, usually a weapon that isn't a hand weapon unless dual-wielding hand weapons or using a shield. You can't change this weapon unless you have rules permitting otherwise. ====Melee==== *'''Hand Weapon:''' Generic CCW. **'''Multiple Hand Weapons:''' Grants a 6++ parry save and a bonus attack, but counts as a two-hander. *'''Polearm/Halberd:''' +1S Two-hander weapon. Use them to dent armor. *'''Greatweapon:''' +1S two-hander with an additional +1 at the first round of combat (+2S first turn), but your model suffers -2I (Rather than ASL, thankfully) for the big swinger. *'''Flail:''' Two-hander with SB(2) on the first round. Much stronger on the charge or when getting charged, less so after. *'''Spear:''' Adds an extra rank to attack whenever the model doesn't charge. When non-infantry models charge the front, the model gets +1 to S and I. Cavalry with spears get +1 to S and I when they charge. **'''Pike:''' The next step for spears. +3 fighting ranks, +3 I on a turn they are charged from the front by non-infantry models. *'''Lance:''' Cavalry gets +2 to S and I on the charge. ====Ranged==== *'''Shortbow:''' 18" S3 missile with volley fire and can use Multiple Shots (2) when not moving or using stand and shoot. **'''Bow:''' Now with a range of 24". **'''Longbow:''' 30" range now. *'''Crossbow:''' 30" S4 shots, but you have Move or Fire. Decent for basic armor piercing. *'''Handgun:''' Your basic matchlock. 24" S4 shots with Piercing 1, but it's Move or Fire. **'''Pistol:''' A Handgun with half the range but gets Quick to Fire. used with a hand weapon gives adds +1 attack but Requires Two Hands. ***'''Brace of Pistols:''' Two Pistol gives you Multishot (2) and +1 attack, also Requires Two Hands. *'''Javelin:''' 12" at S:U, but they have Quick to Fire, Piercing 1, and volley. *'''Thrown Weapon:''' Smaller thrown weapons like daggers or shurikens. It only has a range of 8", but it has multishot (2) and Quick to Fire. **'''Throwing Axes:''' Now with a very short 6", but it has S+1 instead of multishot. *'''Sling:''' Take a shortbow, and replace the volley fire with Piercing 1. *'''Blowpipe''': short-range with 12" and S1 with multishot (2) and poison (wounding non-poison immune on +5s). =====War Machines===== *'''Bolt Thrower:''' 48" S6 shots dealing d3 wounds and Pierce 1 for additional pain. It it kills the first target, it hits the one behind at S5, then the one behind at S4 and so on until someone fails to die. No longer Ignores Armour, so a 1+ model gets a 5+ save against it, getting better for every rank. *'''Cannon:''' 48" S10 shot that scatters half an artillery die, dealing d6 wounds on whoever it directly lands on (assuming no mishaps). Then you roll the artillery dice again to see how far it rolls on after landing, hitting anyone else for d3 wounds. **'''Great Cannon:''' A bigger cannon with 60" and always dealing d6 wounds. **'''Grapeshot:''' You can load up a cannon with random scraps, making 12" S5 and Piercing 1 by a number of shots equal to the artillery dice + d6. Pretty much makes it a close-range murder machine. *'''Stone Thrower:''' 12-60" catapult that throws d6 wound attack as a small pieplate. It deals S10 damage on whoever's directly in the middle of the template, S4 to anyone near enough. *'''Fire Thrower:''' A flamer with S5 flaming attacks and ignores cover. ====Armour==== *'''Light Armour:''' Gives a 6+ save or adds +1 to natural armour. *'''Medium Armour:''' Gives a 5+ save or adds +2 to natural armour. *'''Heavy Armour:''' Gives a 4+ save or adds +3 to natural armour. *<s>'''Full Plate Armour:''' Gives a 3+ save or adds +4 to natural armour.</s> easy come easy go, returned to being an army exclusive. *'''Shield:''' Adds the same as Light Armour, but it also adds another +1 to saves against missiles fired at the model's front if they are Infantry and a 6++ parry save if used with a hand weapon. They don't get a save against missile attack if shot in the rear flank. **'''Buckler:''' A shield that's now useless for protecting against missiles, but now offers a 6++ parry. *'''Barding:''' Light armor for steeds, with the exchange that it takes -1" from their movement.
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