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Made in us
Unfortunate Ungor





D/FW, Texas USA

I have heard quite a bit of talk about there being a plethora of universal items available to all armies in 8th ed. in addition to those in the Armybooks...minus anything the Errata PDF does away with, I suppose. Can we have a GW-friendly discussion of those items and their effects (but avoiding point values or anything else that would be circumventing copyright laws)? I find it impossible to even begin to think of armylists without knowing what is available. I won't be able to afford a rulebook for a while (probably until the mini-rulebooks start appearing on Ebay in Sept), I don't know anyone who plans on buying the BRB, nor do I live close enough to a GW store to conveniently look over the store copy. If the mods think a list like this is inadvisable, then I retract my request.

J. Christopher "Supremus Probrum" 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Cam2designs wrote:I won't be able to afford a rulebook for a while (probably until the mini-rulebooks start appearing on Ebay in Sept), I don't know anyone who plans on buying the BRB, nor do I live close enough to a GW store to conveniently look over the store copy.


I'm sorry but this stood out for me. If neither you nor anyone you know is buying the book until the new Starter comes out, then what's the point of building your list for 8th since you obviously won't be playing 8th(at least not correctly or in totality since you won't have the actual rules to check on any misconceptions you might develop or fix disputes midgame) until the mini-book shows up?

This message was edited 1 time. Last update was at 2010/06/28 23:31:58


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in us
Unfortunate Ungor





D/FW, Texas USA

Mainly because part of the enjoyment I get out of the hobby is the creation of armylists and accompanying fluff and the models to go with them. Secondly, I like my characters to have appropriate looking weapons...i.e., not having an axe to represent Sword of Might. Thirdly, I can then post an armylist for feedback if I want to. Fourthly, I might eventually be able to get to a GW store for an instructional game and will at least have my characters equipped decently and a basic list set up so I won't be fumbling in the dark or take forever creating a list from scratch and proxying a bunch of stuff. I've gathered quite a bit from the "confirmed" posts regarding the new rules, but nothing specific about the universal arcane items. I want to be as prepared as I can under the circumstances.

P.S. Any battles I might have will more than likely be under the guidance of GW employees and therefor the misconceptions will hopefully be limited. The group that I play 40k with is on the cusp of joining me in Fantasy, but they will undoubtedly wait until Sept.'s boxed set before making any headway in their own armies.

This message was edited 1 time. Last update was at 2010/06/29 00:02:41


J. Christopher "Supremus Probrum" 
   
Made in us
Stoic Grail Knight



Houston, Texas

Pretty sure posting a list of items along with stats out of a book we are only allowed to preview would be inadviseable.

Im not a mod tho, just my 2c.

Daemons-
Bretonnia-
Orcs n' Goblins-  
   
Made in us
Unfortunate Ungor





D/FW, Texas USA

ShivanAngel wrote:Pretty sure posting a list of items along with stats out of a book we are only allowed to preview would be inadviseable.

Im not a mod tho, just my 2c.


I most pointedly stated "without point values" and stats seem unlikely unless you mean to say that "Iron Cattleprod = +1S and re-roll failed wounds" is a listing of stats. I would be happy with just "Iron Cattleprod = Str Bonus and reroll failed wounds" if leaving out the +1 "stat" is necessary.

J. Christopher "Supremus Probrum" 
   
Made in us
Deadly Tomb Guard




South Carolina

If you're in the hobby you might as well break down and buy the book. Hell you're already invested the money in the minis why not go the extra mile.

Plus isnt there FLGS anywhere you live? I know the two in my neck of the woods both have the new rule book.

 
   
Made in au
[DCM]
.. .-.. .-.. ..- -- .. -. .- - ..






Toowoomba, Australia

As a mod...

You can name an item, you can tell us what it does.
Points values are usually frowned upon if you are listing a long list. You end up jut looking a tool if you stuff around with trying to tell us points by comparing to other items, but in long lists of items, it is acceptable)

Quoting word for word item descriptions should only be done for rules clarifications/disputes of specific instances, so don't retype a whole page, but a paragraph is OK.

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Made in us
Fresh-Faced New User




Here I am copying this from Bugman's brewery so it is coming from the perspecive of Dwarf Players, but still gives good info nonethless.

1.Giantsblade-[60 pts] +3 Strength in close combat.
2.Bloodbath Sword - [60 pts] + 3 attacks (cheaper than equiv runes)
3.Obsidianblade - [50 pts] Wounds with this weapon ignore armour saves
4.Ogreblade - [40 pts] +2 Strength in close combat
5.Sword of Quarrel - [40 pts] Bearer gains 2 attacks (cheaper than equiv runes)
6.Duelling Blade- [35 pts] Weapon pair, bearer has weapon skill 10
7.Heroslayer - [30 pts] Bearer gains 1 attack and strength for every character model that is in base contact with him or his unit. Bonus is calculated at the beginning of every close combat
8.Spell-Steal Blade [25 pts]If a wizard his wounded with this sword, he will lose one random spell for each wound
9.The Battle's sounding - [20 pts] Bearer gains 1 attack (cheaper than equiv runes)
10.Sword Of might - [20 pts] +1 strength in close combat
11.Beserker Sword - [20 pts] Bearer gains frenzy and can never lose it
12.Golden seal sword - 15 pts] Attacks are done with initiative 10 (cheaper than equiv runes - imagine this on a Slayer character.... *dreams*)
13.Nimble Blade - [15 pts] Bonus of +1 to hit (cheaper than equiv runes - I am not at home at the moment, but I think this is SUBSTANTIALLY cheaper and yes, can't be combined, but hell i'd use our rune on it's own at this price!)
14.Tearing Blade -[10 pts] - Attacks are armour piercing (WAAAY to cheap on an ogre or minotaur character)
15.Relic sword - [10 pts] - Attacks with this sword wound always on 5+, or better if one would wound normally on a lower score. (I can see goblin and other lesser heroes making monster hunters out of this one... )
16.Screeching Blade - [10 pts] Bearer causes fear
17.Sword of Pain- [5 pts] - Monster or character that loses one or more wounds to this sword, will suffer from stupid
18.Krieger curse - [5 pts] - Monster or character that loses one or more wounds to this sword, will lose one attack (but will keep at least one attack)

Magic Armour
19. Armour of Destiny - [50 pts] Heavy armour, 4+ ward save
20. Rouge helm - [50 pts] +1 Armour Save, enemy has to re-roll successful wounds
21. Silver steel armour - [45 pts] Armour save 2+, can not be further improved
22. Armour of fortune - [35 pts] Heavy armour, 5+ ward save
23. Helm of discord - [30 pts] +1 Armorsave, enemy character model has to pass a leadership test, if it fails, it can not attack and will be hit automatically
24. Glittering scale armour - [25 pts] - Light armour, -1 to hit in close combat.
25. Shield of Ptolos - [25 pts] Buckler, 1+ armour save against missile attack
26. Spell shield - [20 pts] Buckler, bearer gains magic resistance (1)
27. Armour of the lucky adventurer [20 pts] Heavy armour, 6+ ward save
28. Dragonhelm - [10 pts] Armour save is better by 1, 2+ ward save against fire attacks
29. Enchanted Shield - [5 pts] Buckler, Armour save is better by 2 (same price as a rune of stone for +2 armour!! (so gromril armour saves for every army it seems (yes I know they can only use one))
30. Luck-bringer shield - [5 pts]Buckler, only one use, first hit will be ignored by 2+

Talismans
31. Talisman of preservation - [45 pts] Bearer gains 4+ ward save
32. Large Obsidian amulet -[45 pts] Bearer gains magic resistance (3)
33. Talisman of endurance - [30 pts] Bearer gains 5+ ward save
34. Obsidian Amulet - [30 pts] Bearer gains magic resistance (2)
35. Pond stone - [25 pts] Bearer re-rolls missed armour saves
36. Opal Amulet- [15 pts] Only one use, 4+ ward save against first wound
37. Obsidian pendant - [15 pts] Bearer gains magic resistance (1)
38. Talisman of protection - [15 pts] Bearer gains ward save 6+
39. Seeds of rebirth - [10 pts] Bearer gains 6+ regeneration
40. Dragoncurse stone - [5 pts] Bearer gains 2+ ward save against fire attacks
41. Something about flying - [5 pts] Bearer gain 5+ ward save against models with the “flying” rule.
42. Stone of Good Luck - [5 pts]- Only one use, Bearer can re-roll one missed armour save

Magic Standard
43. Standard of bloodlust - [55 pts] Unit can re-roll attacks
44. Howling standard [50 pts] Unit causes 'horror' (Not sure if he meant fear or terror)
45. Ranger's banner - [50 pts] Unit gains “terrain knowledge???”(Maybe something along the strider rumors we heard?)
46. Standard blade - [45 pts] Unit gains armour piercing (Ouch, can you imagine this on skaven plague monks or something like it... say goodbye to Ironbreakers!!)
47. War banner - [35 pts] +1 Combat Resolution
48. The rushing banner -[15 pts] +1 on movement range
49. Bone standard - [15 pts] Magic resistance (1)
50. Standad of Disciple - [15 pts] +1 on leadership, but can not use the generals leadership
51. Banner of the eternal flame [10 pts] Unit causes fire attacks
52. Radiant flag [5 pts] Only one use, unit can re-roll first failed leadership test
53. Scarecrow banner - [5 pts] Unit causes fear on all units with “fyling”

Enchanted Items
68. Wizards Hat - [100 pts], Level 2 mage, random magic lore, stupid
69. Pocket-watchtower - [100 pts] When both armies have placed their terrain and troops, you can place a watchtower. Rules are in the rules book
70. Arabic rug/Magic Carpet - [50 pts] Infantry and monstrous infantry gain flying, cannot join units (flying Ogre Tyrant... my god))
71. Crown of command - [35 pts] Bearer is Stubborn
72. Healing Potion - [35 pts] Only one use, gain D6 lost wounds. (Damn this would be nice.... but to halp make my point, this item obviously has a LOT more value to a model with 6+ wounds than a character with 3 (even though you could roll a 1 in every game, the chance is still there))
73. Winged Curse ring - [35 pts] Flying creatures and their riders have to re-roll successful hits against bearer/unit
74. Rubyring of destruction - [25 pts] Bound spell (energy level 3) Fireball
75. The mask of Horror - [25 pts] Bearer causes horror. Other units are not allowed to use his leadership
76. Potion of Stregth - [20 pts] Only one use, +3 strength(thought it was d3?)
77. Potion of Toughness - [20 pts] Only one use, +3 toughness (same as above)
78. The other rouge shard [15 pts] All models in base contact (friend and foe) need to re-roll successful saves
79. Curse Icon -[5 pts] 6+ ward against war machines
80. Potion of recklessness - [5 pts] Only one use, Immute to Psychology and killing blow.(Guessing its for one turn or one round of combat?)
   
Made in us
Fresh-Faced New User




And here is one from a brettonian player perspective. I incuded this because there is no arcane on the prior list.

Magic Weapons
Riesenklinge (Giantsblade)
Strength +3 at close combat

Schwert des Blutbades (Sword of Bloodbath)
Bearer gains 3 attacks

Obsidianklinge (Obsidianblade)
Wounds with this weapon ignore armour saves

Ogerklinge (Ogerblade)
Strength +2 at close combat

Schwert des Haders (Scword of quarrel)
Bearer gains 2 attacks

Duellklinge (duelblade)
Weapon pair, bearer has weapon skill 10

Heldentöter (Heroslayer)
Bearer gains 1 attack and strength for every character model that is in base contact with him or his unit. Bonus is calculated at every start of the close combat.

Zauberraubklinge (Spellstealblade)
If a wizard his wounded with this sword, he will lose one random spell for each wound

Schlachtenkling (Sword of battle)
Bearer gains 1 attack

Schwert der Macht (Sword of might)
+1 strength in close combat

Berserkerschwert (Berserkersword)
Bearer gains frenzy and can never lose it

Goldenes Siegelschwert (Golden Sigilsword)
Attacks are done with initiative 10

Behände Klinge (Sword of striking)
Bonus of +1 to hit

Reissende Klinge (Biting Blade)
Attacks are armour piercing

Reliquienschwert (Relicsword)
Attacks with this sword wound always on 5+, or better if one would wound normally on a lower score.

Kreischende Klinge (Screaming blade)
Bearer causes fear

Schwert der Pein (Sword of pain)
Monster or character that lose one or more wounds to this sword, will suffer from stupidity

Kriegerfluch (Warriorbane)
Monster or character that lose one or more wounds to this sword, will lose one attack (but will keep at least one attack)

Magic Armour

Rüstung des Schicksals (Armour of Fate)
Heavy armour, 4+ ward save

Schurkenhelm (Rougehelmet)
Armour save is better by 1, enemy has to re-roll successful to wound rolls

Silberstahlrüstung (Silversteelarmour)
Armour save 2+, can not be further improved

Rüstung des Glücks (Armour of Fortune)
Heavy armour, 5+ ward save

Helm der Zwietracht (Helm of discord)
Armour save is better by 1, enemy character model has to pass a leadership test, if it fails, it can not attack and will be hit automatically

Glitzernde Schuppenrüstung (Sparkling scalearmour)
Light armour, foes hit chance is reduced by 1 in close combat

Schild des Ptolos (Shield of Ptolos)
Shield, 1+ armour save against missile attacks

Zauberspruchshild (Spellwardshield)
Shield, bearer gains magic resistance (1)

Rüstung des Glücksritters (Armour of the adventurer)
Heavy armour, 6+ ward save

Drachenhelm (Dragonhelmet)
Armour save is better by 1, 2+ ward save against fire attacks

Verzauberter Schild (Enchanted Shield)
Shield, Armour save is better by 2. cheaper !

Glücksbringender Schild (Talismanic Shield)
Shield, only one use, first hit will be ignored by 2+

Talisman

Talisman der Bewahrung (Talisman of Warding)
Bearer gains 4+ ward save

Grosser Obsidian (Great Obsidian)
Bearer gains magic resistance (3)

Talisman der Ausdauer (Talisman of Stamina)
Bearer gains 5+ ward save

Obsidian Amulett (no, I think I dont need to translate that)
Bearer gains magic resistance (2)

Dämmerstein (Dawnstone)
Bearer re-rolls missed armour saves

Opalamulett (n,ItIdnttt)
Only one use, 4+ ward save against first wound

Obsidiananhänger (Obsidian necklace)
Bearer gains magic resistance (1)

Talisman des Schutzes (Talisman of protection)
Bearer gains ward save 6+

Samen der Wiedergeburt (Seed of rebirth)
Bearer gains 6+ regeneration

Drachenfluchstein (dragonbanestone)
Bearer gains 2+ ward save against fire attacks

Federrupfanhänger (featherpluck necklace)
Bearer gain 5+ ward save against models with rule “flying”

Glücksstein (Stone of luck)
Only one use, Bearer can re-roll one missed armour save

Magic Standard

Standarte der Mordlust (Standard of erm... litterally "lust to kill"...)
Unit can re-roll attacks

Heulende Standarte (Howling Standard)
Unit causes terror

Waldläuferbanner (Ranger banner)
Unit gains “terrain knowledge???” It means the unit ignores all terrain. There is a rule "terrain knowledge (?)" in the book wich specifies the terrain you ignore. I will call it "strider". Woodelves would have Strider (wood). this standard gives Strider (all).

Klingenstandarte (Bladestandard)
Unit gains armour piercing

Kriegsbanner (War banner)
+1 on combat resolution. more expensive than before !

Banner der Eile (Banner of haste)
+1 on movement range

Knochenstandarte (Bonestandard)
Magic resistance (1)

Standarte der Disziplin ()
+1 on leadership, but can not use the generals leadership

Banner der Ewigen Flamme (Banner of the eternal flame)
Unit causes fire attacks

Strahlende Flagge (Irradiant flag)
Only one use, unit can re-roll first leadership test not passed

Vogelscheuchenbanner (Scarecrowbanner)
Unit causes fear on all units with “fyling”

Wizard Arcana

Buch von Ashur (Book of Ashur)
Bearer gains +1 on his spells and dispels

Schriftrolle der Rückkopplung (Scroll of reaction EDIT: I think backlash would be a better word...)
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of dispelling. The spell will be cast successful. But after resolving the spells effect, the player will roll one dice for every used power dice. For every 5+ the wizard will lose a wound, no armour saves are allowed

Schriftrolle des Energieraubs (Scroll of energy predation)
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of dispelling. The spell will be cast successful. But after resolving the spells effect, the player will gain as many dispel dices as the wizard used power dices.

Sivejir’s Fluchrolle (Sivejir's Curse scroll)
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of dispelling. The spell will be cast successful. But after resolving the spells effect, the wizard will be turned into a frog, if he is not able to roll one d6 below his magic level. All stats are reduced to 1, only his wounds stay the same. He can not use his magic items etc or cast spells/dispels. The wizard can try to free himself in his next own magic phase on a 4+

Energiespruchrolle (Energy scroll)
Only one use, every doubles will cause EDIT: irresistable force is the proper term... and loss of control

Pechkohlen-Zauberstab (Wand of Jet)
Only one use, wizard can decide to use the staffs power after a successful casts spell to increase the score by rolling an additional d6. By that he can gain total energy and a loss of control

Verbotener Stab (Forbidden Staff)
Only one use, at the beginning of his magic turn, the staff grants d6 energy dices. Bearer suffers d3 wounds, no armour saves are allowed

Gauners Scherbe (Tricksters Shard)
Only one use, one has to declare the use of it at the beginning of his magic phase, if an enemy wizard want to dispel a spell cast by this wizard, he will lose one wound on 5+, no armour save allowed.

Erdender Stab (yeah... I got nothing... I'll go with Staff of control)
Only one use, wizard can re-roll first loss of control

Magiebannende Spruchrolle (Dispel Scroll)
Only one use, dispels one spell automatically

Energiestein (Powerstone)
Only one use, declare to use the stone before you cast a spell. Wizard can use two additional energy dices, but has to use at least one of the energy pool.

Zepter der Stabilität (sceptre of stability)
Only one use, after rolling to bane one spell, you can roll an additional d6.

Kanalisierungsstab (Channeler staff)
Bearer gains +1 to channel an additional energy or dispel dice

Spruchrolle des Schutzes (Scroll of Protection)
Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of dispelling. The spell will be cast successfully. But after resolving the spells effect, the targeted unit gains a 4+ ward save for caused wounds.

Enchanted Item

Zauberhut (wizards hat?)
Level 2 mage, random magic lore, stupid

Fozzriks faltbare Festung (Fozzriks foldable fortress)
When both armies have placed their stuff, you can place a watchtower. Rules are in the rules book

Arabianischer Teppich (arabian carpet)
Infantry and monstrous infantry gain flying, cannot join units

Krone der Herrschaft 35 (crown of command)
Bearer is stubborn

Heiltrak (Healing potion)
Only one use, gain W6 lost wounds

Flügelfluchreif (winged curse circlet???)
Flying creatures and their riders have to re-roll successful hits against bearer/unit

Rubinring der Zerstörung (rubyring of destruction)
Bound spell (energy level 3) Fireball

Die Schreckensmaske von Iek! (Mask of Eeek !)
Bearer causes terror. Other units are not allowed to use his leadership

Stärketrank (strength potion)
Only one use, +3 strength

Widerstandstrank (toughness potion)
Only one use, +3 toughness

Des anderen Gauners Scherbe (the other trickster's shard)
All models in base contact (friend and foe) need to re-roll successful saves

Eisenfluch-Ikone (Steelbane Icon)
6+ ward against war machines

Trank der Tollkühnheit (potion of daredevilry)
Only one use, immunity against psychology and „vernichtender Angriff“ (killing attack?)

Trank der Geschwindigkeit (speed potion)
Only one use,+3 initiative
   
Made in au
[DCM]
.. .-.. .-.. ..- -- .. -. .- - ..






Toowoomba, Australia

The issue I have with so many universal magic items is that it negates areas that were intentionally left as weaknesses/gaps in specific armies

For example there is little in the way of magic armour for lizardmen (primarily as saurus have scaly skin I assume) and Orcs which it said when they released them was left bare deliberately.

Now for my BO warboss I can take
Silver steel armour - [45 pts] Armour save 2+, can not be further improved

And for a saurus old blood, stick him in
Armour of Destiny - [50 pts] Heavy armour, 4+ ward save


Also the enchanted shield is stunninlg cheap now and an absolute bargain.


Automatically Appended Next Post:
Also for HE's you are hard pressed to go past a Book of Ashur (Bearer gains +1 on his spells and dispels) for an archmage to get +5 to cast and +6 to dispel!

There will be items left in army books that are better- currently cupped hand of the old ones for my slaan is looking pretty damned near essential (as will be 3-4 or his abilities)

This message was edited 1 time. Last update was at 2010/06/29 07:00:34


2025: Games Played:12/Models Bought:174/Sold:169/Painted:159
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2020-2022: Games Played:42/Models Bought:1271/Sold:631/Painted:442
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Made in gb
Knight Exemplar




Do the Rule book magic items over-rule duplicates in an army book.

Rule book Potion of Strength is 20pts and the Dark elf one is 30pts. Or would they exist as two seperate enities with the same name therefore a dark elf list could contain 2 potions of strength :O!

Warmachine: Menoth/Cygnar/Mercenaries
40k: Tyranids!
Fantasy: Dark elves
Wood elves!  
   
Made in us
Wicked Warp Spider





South Carolina

Seon wrote:Do the Rule book magic items over-rule duplicates in an army book.

Rule book Potion of Strength is 20pts and the Dark elf one is 30pts. Or would they exist as two seperate enities with the same name therefore a dark elf list could contain 2 potions of strength :O!


The PDF's should fix this, otherwise you'll have poeple arguing that they can take as many dispell scrolls as they want because they are buying the ones from their codex which don't have a limit.

"I suppose if we couldn't laugh at things that don't make sence, we couldn't react to a lot of life." - Calvin and Hobbes

DukeRustfield - There's nothing wrong with beer and pretzels. I'm pretty sure they are the most important members of the food group. 
   
Made in us
Deadly Tomb Guard




South Carolina

IMHO there is just way too many options now. Some of the new magical items may look shiny but in some cases there are similar items that are better in the army specific magi items choices

 
   
Made in us
Stoic Grail Knight



Houston, Texas

nieto666 wrote:IMHO there is just way too many options now. Some of the new magical items may look shiny but in some cases there are similar items that are better in the army specific magi items choices


A bunch of options are bad why?

It makes the game a lot less predictable which is nice. Right now i can probably tell you my oponents lord builds just by what army they have. Its going to be a lot harder to do that now.

Daemons-
Bretonnia-
Orcs n' Goblins-  
   
Made in us
Deadly Tomb Guard




South Carolina

Oh I wasnt saying that its a bad thing. i also didnt really think of the predictability part going away. Although some builds of Lords are still very good from 7th to 8th.

 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

nieto666 wrote:IMHO there is just way too many options now. Some of the new magical items may look shiny but in some cases there are similar items that are better in the army specific magi items choices


Or in the case of the No armour save generic item vs Runesword, cheaper for basically the same thing.

@Cam2designs:

Cool, was just wondering, not meaning to insult or offend. I can understand pre-building the list to get it tweaked in preparation for switching once you have full access.

This message was edited 2 times. Last update was at 2010/06/29 18:25:30


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in us
Fresh-Faced New User




Actually Runefang hits wound automatically, and don't allow an armor save.

The obsidian blade needs to still wound as normal.
   
Made in us
Flashy Flashgitz





Chicago Suburbs Northwest

I second that some weaknesses for each army describe their character and should be left that way.

The other thing I don't really care for with this very large and varied list is that you can really tool your army for friendly/league games when you know exactly which army you will be facing.

Ex: Anti-magic, anti-flying

It is fun to have a lot of options, though! The Dark Elf armoury was getting kind of old. Everything was either a no-brainer to take/not take or too expensive to use.

- Blackbone

Us Blood axes have learnt a lot from da humies. How best ta kill 'em, fer example.  
   
Made in us
Stoic Grail Knight



Houston, Texas

Tooling your army for a friendly game? Doesnt sound very friendly to me.

As for league games, simply have them turn in 2 or 3 army lists at the beginning of the league and they have to use one of those. If they want to change it they have to get approval.

Daemons-
Bretonnia-
Orcs n' Goblins-  
   
Made in gb
Mad Gyrocopter Pilot




Scotland

One thing I'm wondering is how the errata will effect this for dwarf players with runes. Could a dwarf lord take the no armour save blade and then put 3 runes on it and have the +2 armour shield? For 15 points plus runes those two would be crazily good for the cost.

This message was edited 1 time. Last update was at 2010/06/30 16:52:48


 
   
Made in us
Stoic Grail Knight



Houston, Texas

Pretty sure it states in the dwarf codex that runes just enhance mundane items.

Daemons-
Bretonnia-
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Mad Gyrocopter Pilot




Scotland

Ah my bad it does. Still those items are rather good. It'll be interesting to see what combos people come out with.
   
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Dakka Veteran




I would also point out that the current rules for Dwarves, don't allow them to take normal magical items, only Rune items.
   
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Shrieking Guardian Jetbiker




Los Angeles, CA

14.Tearing Blade -[10 pts] - Attacks are armour piercing (WAAAY to cheap on an ogre or minotaur character)


Pffft Ha ha ha haa.

I wonder if anybody informed this guy that all ogres come stock with armor piercing hand weapons, and would never pay for one.


Eldritch Raiders 2500
Ogre Kingdoms 1500
LotR-Mordor 750 
   
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[SWAP SHOP MOD]
Barpharanges






Limbo

Eh. Tearing Blade = Biting Blade. Nothing new.

DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

Madness and genius are separated by degrees of success.

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Gor with Big Horns




Minnesota

I am liking the +1 mvt banner. In the new rules, if you are M 6+ you get to roll 3d6 take the 2 highest for charge distance (+base movement). This, I believe, would allow bestigors to have a potential 18" charge, and on average 14". Thats amazing.


Automatically Appended Next Post:
at least i think that;s how it works. Might be mistaken.

This message was edited 1 time. Last update was at 2010/07/09 16:02:01


Ravenguard
Word Beares (last edition)
Beastmen
Vampire Counts (Last edition: Nechrarch)
Black Templars (In Armageddon)
Imperial Guard 
   
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Excited Doom Diver





boomkapow! wrote:I am liking the +1 mvt banner. In the new rules, if you are M 6+ you get to roll 3d6 take the 2 highest for charge distance (+base movement). This, I believe, would allow bestigors to have a potential 18" charge, and on average 14". Thats amazing.


Automatically Appended Next Post:
at least i think that;s how it works. Might be mistaken.

Actually, in the new rules you need to have Swiftstride to roll 3 dice and choose the highest two. A bunch of stuff, notably Cavalry, comes with it as standard, but it's no longer based on a particular Move characteristic.

This message was edited 1 time. Last update was at 2010/07/09 21:28:17


 
   
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Proud Phantom Titan







Fozzriks foldable fortress could be usefull if you're building a gun line army. You place a unit in it and shoot away. May be add a wizard (or engineer) since it'll make a good vantage to cast (snipe) from. Kind of think there should be limit factors on what you can use. I fear that some people may bring a massive building which they can hide behind (good place for any army to set up rock throwers)


Crown of Comman ... F^%$£ SAKE!!!!!! this is word for word crown of horns from the beastmen codex ... at 65pts less

Sword of Swift slaying ... 25pts? thats it any else feel thats cheap for ASF? Well its going on my dombull he may all ready be I5 but that just means rerolls to hit ^_^ ... maybe add ...

Dawnstone ... oh boy this ones going to be in every one army ... 25pts reroll your failed armour saves? yes please.

This message was edited 1 time. Last update was at 2010/07/10 14:46:19


 
   
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Prescient Cryptek of Eternity





Mayhem Comics in Des Moines, Iowa

Seon wrote:Do the Rule book magic items over-rule duplicates in an army book.

Rule book Potion of Strength is 20pts and the Dark elf one is 30pts. Or would they exist as two seperate enities with the same name therefore a dark elf list could contain 2 potions of strength :O!


Pretty sure the FAQ says to use the point cost in your own Army Book, but use the new rules from the rule book.

 
   
Made in us
Longtime Dakkanaut




Different items, the Dark Elf potion of strength is unique and the Rulebook one is "Common". Meaning you'll pay 20pts (or whatever the cost) from the Rulebook for the cheap common one, then 30pts from the DElf one for a second character.
   
 
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