Switch Theme:

Your own....Magic Item!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Regular Dakkanaut




Wakefield

Hi, I'm Sampson97 and you might remember me from such great topics like 'Your Own Custom Unit in Fantasy' or 'My Army Lists', and I'm here to show you the brand new topic to get ya damn minds going! Make up ya magic item! Sure..We have an OKAY list of magic items, but what would ya like to see introduced into that list to complement the current armies that are floating around and the newfangled rules that have spawned recently? And like the true gent I am, I'll start!

The Bleeding Blade

Point Cost: 85

Rule: Able to deliver D3 wounds on any successful-wounded unit/character/monster ((Extra Ideas to not make it so OP...Take a Strength/Intiative Test after each successful strike or suffer a single wound? Trade in all attacks for just one attack with this weapon? Ideas are welcome!)

The Armour of Flesh

Point Cost: 35

Rule: For every character in base contact with a unit, the character with this armour will increase their Toughness +1 per character. Also +1 to Armour Save. (The counterpart to the Sword of Anti-Heroes)

This message was edited 1 time. Last update was at 2015/05/04 21:27:54


 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

85pts is very fair for D3 wounds, maybe even overcosted. I know Skaven have something that does the exact same (Weeping Blades i believe) so if you can find a price for them then add 10pts (Skaven book is old, so under costed) and you'll have a fair price. Armour of Flesh seems iffy, it would be incredibly easy to get a toughness 8 1+ Goblin hero for quite cheap. I'd suggest make it a regen save instead, so for 35pts you get Heavy Armour (5+ Sv) and a 6+ Regen, with an extra point of regen for each hero in base contact to a maximum of 3+, making it an alternative option to armour of destiny. Cheaper, but more easily counter-able and needs a lot of points investment to actually preform better.

As for my own:

Magic Talismen: Twilight Shard (None Monster Characters only) 40pts

The bearer of this Talismen may not join a unit or be joined by a character. Any ranged attack targetted at the bearer can only hit on the to hit roll of a 6, and any ranged attacks that don't roll to hit (E.G Cannons and Stone Throwers) that would normally hit must roll a die, on a 3+ the hit is ignored.

Idea: A more specific but better talisman of preservation allowing for Wizards or solo characters willing to risk going it alone in relative safety from the hated Cannon Snipe. I would take it on level 2 Wizards or someone like an Exalted Chaos Hero. Vulnerable to close combat and magic missiles.

This message was edited 2 times. Last update was at 2015/05/04 21:54:59


 
   
Made in gb
Regular Dakkanaut




Wakefield

Ooooh, the Skaven already have it huh? Well...That'd be pretty sweet in fact, so if any skaven players see this, a little info and help might be awesome, and I can see how extra toughness can be an issue soooo

The Armour of Flesh

Point Cost: 35

Rule: 5+ AS, 6+ Regen, and +1 to Regen for every ENEMY Hero/Lord in base contact with the unit to a Max of 3+ Regen,
   
Made in gb
Ork Boy Hangin' off a Trukk





Bristol

Multiple wounds(D3) works out as 40pts if you calculate it from other magic items.
Piranha Blade (50 pts for multiple wounds(D3) and armour piercing) - Biting Blade (10 pts for armour piercing)

My own idea:
Cannon Catchers Gloves
Enchanted Item
50 points
The bearer has a 4+ ward save against bolt throwers (not including special firing modes, such as repeater bolt throwers have), cannons (not including grapeshot) and stone throwers. At the end of each shooting phase, the bearer may make a shooting attack using one of the weapons that he has saved shots from, except that it's range is halved.

Oh da grand ol' Duke of Ork
'e 'ad ten fousand boyz.
'E marched 'em up to da top ov da hill
an den dey made some noise!

An wen dey woz up dey woz up!
An wen dey woz loud dey woz loud!
An wen dey woz both up an loud
dey made all da grots go deff! 
   
Made in us
Dakka Veteran





Great idea, Sampson97! Here's my item:

Gormann's Shoes of Swiftness (enchanted item)...20 pts
-Grants a 4+ "save of no other kind" against any ability that states "no saves of any kind may be taken"

A little insurance against your general getting Purple Sun'ed or Dwellers'd off in turn one :p
   
Made in au
Prospector with Steamdrill






australia

some good ideas so far

Dragonscale Armour 55pts
+1 toughness
5+ A.save

Hammer of Ruin 65pts
+1 Str
+1 Att
+1 WS
for when you want a bit of everything

AOS
- Kharadron Overlords
- Fyreslayers
- Dispossessed
- Death
- Bloodbound 
   
Made in gb
Deva Functionary





Amulet of Shenanigans - 34 pts
Once per turn the character may re-roll a single roll that had already been re-rolled. You may not re-roll the re-roll of this re-roll.

Helm of Elfishness (non-elves only) - 23 pts
Character gains always strikes first but loses the respect of his peers (other models in the same army cannot use the character leadership for any purposes.)

Sir Robin's Shield - 17 pts
+2 AS, 5++ ward save. -2 to characters LD. Character must decline all challenges

[edited to remove embarrassing Magic the keyword confusion]

This message was edited 2 times. Last update was at 2015/05/10 17:06:09


 
   
Made in us
Perfect Shot Black Templar Predator Pilot






Newport News, VA

Brain Splitter of Khorne - 65 points
1+ Strength and causes d3 wounds

If target suffered a wound from any attack by the Brain Splitter of Khorne and knows magic spells, randomly select one and it is lost permanently.

 
   
Made in us
Regular Dakkanaut





The Staff of Meadowbrook- 75 Points
Should a model or unit suffer an unsaved wound from the Staff of Meadowbrook then that model or unit has a chance of loosing a special rule or a wizard level. The model or unit must take an initiative test, if failed the model has lost a single randomly determined special rule, if the model is a wizard then it looses D3 Wizard Levels
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

The Sticking Stick (50 pts)

The Sticking Stick causes bolts on paralysing electricity to arc through the air, those hit held in place whilst their legs give out from under them.

Range 12"
Strength = turn number
Poisoned 5+
Attacks 3

Models or units hit by bolts from The Sticking Stick must pass an initiative test. If failed, that unit or model is stuck in place for d3 turns. Characters may not leave the unit once hit, nor may the model or unit move, charge, fall back, or change facing. The unit fights at -1 initiative, though is otherwise free to retaliate I'm combat as normal. Models or units with ranged attacks may use their weapons in the Shooting phase as normal.

(40k player here so some of the stats may not add up, just putting in my 10p worth for the fun of it )

   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

You can kinda tell your a 40K player, no offence meant.

To me, there is one massive blaring difference between 40K and Fantasy. The Movement Phase wins 80% of all Fantasy Games, the movement phase is next to worthless in 40K when everything can move >12 and charge in any direction. Having an item that can stop movement, for more then 1 turn i may add, would break Fantasy. Dwarf Strollaz lists would be hamstrung, Saurus blocks flank charged effortlessly and Troll Blocks stuck in their tracks.

Stopping movement = Not Ok. Instead maybe reduce movement by D3 and cause a penalty to Stand and Shoot and Flee charge reactions to show the enemy are slowed down.

 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

No offence taken! I've been looking at getting in to fantasy, though that's off topic.

Is it such an OP item given that it'd be limited to a single character? It's a short range thing that can only be used against one target per turn, so...?

Like I say, I just waded in for the fun and partly the education too - fantasy, 40k, whatever, it's all of interest

Back on topic, would it be more favourable if the unit hit could not move in their following movement phase only, which would allow allied units an extra turn to get in to flanking position? Again, one target only per turn and you're then presented with a choice of keeping that one unit down or focusing elsewhere?

   
Made in gb
Deva Functionary





Armour of Rounding - 1-9 points
No abilities, just exists to round your list up to a round number.
   
Made in gb
Furtive Haradrim Scout




Earth

Matt's ward
1pt, enchanted item
Model equipped with Matt's Ward cannot be removed from play.

This message was edited 1 time. Last update was at 2015/05/10 17:11:56


 
   
Made in us
Repentia Mistress






 ferret61 wrote:
Matt's ward
1pt, enchanted item
Model equipped with Matt's Ward cannot be removed from play.


You forgot to give it strength D. The customers will love it.

 
   
Made in us
Regular Dakkanaut





 ferret61 wrote:
Matt's ward
1pt, enchanted item
Model equipped with Matt's Ward cannot be removed from play.


1 point? That's far to expensive, have it at 1/2 a point is a much more reasonable amount
   
Made in us
Longtime Dakkanaut







I just wish Dwarf Heroes could put Runes on Pistols. Extra strength, shots, accuracy, blasts, etc.
   
Made in gb
Road-Raging Blood Angel Biker




Behind you...

Frenzy Fish -25pts enchanted item
The bearer of the frenzy fish have the frenzy special rule and cannot lose it by losing combat or any other normal means. At the beginning of the shooting face the bearer may declare to throw the frenzy fish at a unit within 12 inches of him (friend or foe). The first unit lose the frenzy fish. The new unit immediately gains the frenzy rule just the same as the first unit until the frenzy fish is thrown by them in a similar manner. The controlling player of the unit chooses who becomes the new frenzy fish bearer.


 
   
Made in us
Longtime Dakkanaut







The Really Big Bomb (50 points): The Really Big Bomb is impassable terrain, represented by a giant powder keg 3" in diameter. It may be deployed by the owning player anywhere except the opponent's deployment zone. At the beginning of the owning player's turns, starting with the second turn, roll a D6. If the die is equal to or under the current turn number, the bomb explodes in a 10" radius, inflicting a S6 hit with flaming and multiple wounds (D3) on all models underneath the resultant explosion
   
Made in us
Maniacal Gibbering Madboy





Alaska

 kitch102 wrote:
No offence taken! I've been looking at getting in to fantasy, though that's off topic.

Is it such an OP item given that it'd be limited to a single character? It's a short range thing that can only be used against one target per turn, so...?

Like I say, I just waded in for the fun and partly the education too - fantasy, 40k, whatever, it's all of interest

Back on topic, would it be more favourable if the unit hit could not move in their following movement phase only, which would allow allied units an extra turn to get in to flanking position? Again, one target only per turn and you're then presented with a choice of keeping that one unit down or focusing elsewhere?


Seeing as you can hide said character in a bunker and make it really hard to get rid of, yes it could be over powered. IMHO it should be 1 use only. That would lock a key unit, but make it so you cannot spam it's power.

As for my magic item:

Wrecking ball of the gods 95pts- after all terrain is placed and any buildings or watch towers placed from abilites, items or spells, remove 1 building or watch tower from the game. If the mission type is the watchtower, the game immediately changes to a standard pitched battle.

Check out my Batreps @ Facebook.com/closecombatwargaming

Or on YouTube subscribe to Khorvahn89

 
   
Made in ca
Frenzied Berserker Terminator





Canada

Spellsword 15 points
Wizards only. S +1, hits on a 3 plus unless a lower roll is needed.
Give your wizzy a bit of oomph for when he finally gets charged.

Armour of Fright 35 points
Heavy Armour 6+ ward save, wearer causes fear.
Get your armour save, a ward plus something actually useful!

Scroll of Inadvisable Use, 40 points
One use only. Wizards only. Use after an opponent successfully casts as spell targeting one of your units instead of dispelling. The spell goes off normally but the casting wizard and any unit he is with are also hit by a copy of the same spell. This does not require line of sight, range or forward arc on the part of the user of the scroll, only that he be on the table at the start of the turn. If the spell cast is a Remains in Play spell then the spell will remain in play as normal for both sides, and both instances may be dispelled normally. The effects of any remains in play spell will be resolved by the player whose turn it is. Once the scroll has been used the wizard who activated it must roll once on the miscast table with no rerolls allowed.
Save this one for the Purple Sun! Laugh as your suicide bomber mage blows up everyone's army. And you said magic was no fun!




Gets along better with animals... Go figure. 
   
Made in gb
Ork Boy Hangin' off a Trukk





Bristol

Mmm... Spellsword on a slaughtermaster.

Oh da grand ol' Duke of Ork
'e 'ad ten fousand boyz.
'E marched 'em up to da top ov da hill
an den dey made some noise!

An wen dey woz up dey woz up!
An wen dey woz loud dey woz loud!
An wen dey woz both up an loud
dey made all da grots go deff! 
   
Made in us
Evasive Eshin Assassin





For the record, referring back to the first post:

The Skaven's Weeping Blade is 35pts. It has the Armor Piercing and Multiple Wounds (D3) special rules.

The idea that older books automatically mean the point coats within are lower than they should be is comical, though. 35pts is completely for such an item.
...for Skaven. Since they don't have any serious combat characters. As a Common Magic Item, I'd say 40pts is fair.

I want to see Wallopa's One-Hit Wunda again. 15pts. Magic Weapon. One Use Only. Until the end of the close combat phase, the wielder's close combat attacks are resolved at Strength 10.

 
   
 
Forum Index » The Old World & Legacy Warhammer Fantasy Discussion
Go to: