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New Magic Items Request


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Name: Assassin’s Dagger

Availability: Models with Backstab SA

Type: Melee Weapon

Point Cost: 20

Unique: No

Effects: Model gains a +1 MAV and may perform a free loot action on one model stunned by his melee attacks during his combat action.

Notes: None

 

Name: Armor Piercing Arrows

Availability: Any Models with a Ranged Attack

Type: Ranged Weapon

Point Cost: 10

Unique: No

Effects: Model may ignore Deflect SA on a target model when making ranged attacks.

Notes: None

 

Name: Rune Armor

Availability: Models with Mage SA

Type: Armor Upgrade

Point Cost: 10

Unique: No

Effects: Model may roll a d10 any time it would be hit by a melee or ranged attack. On the roll of a 9 or 10, the attack misses.

Notes: None

 

Name: Armor of Retribution

Availability: Models with Cleric SA

Type: Armor Upgrade

Point Cost: 20

Unique: No

Effects: Model gains +1 DV. Model also gains +1 MAV on defensive strikes.

Notes: None

 

Name: Ring of Recall 1

Availability: Elite Models with Mage or Cleric SA

Type: Casting Upgrade

Point Cost: 10

Unique: No

Effects: Model may use an Invoke Special Action to recall a first level spell that has already been cast by the model.

Notes: None

 

Ring of Recall 2 is 20 points, and recalls a second or lower level spell, Ring of Recall 3 is 30 points and recalls a third or lower level spell.

 

Name: Luck Stone

Availability: Warlords and Heroes (and any model in a Mercenary List)

Type: Specialty Upgrade

Point Cost: 5

Unique: Yes

Effects: Model may reroll any 1 roll.

Notes: Luck Stone may be used once per game.

 

Name: Scepter of Pain Control

Availability: Darkspawn Leader Models

Type: Troop Upgrade

Point Cost: 20

Unique: Yes

Effects: When damaged, models in the troop may use the damage track one higher than their current track.

Notes: None

 

Name: Axe of Mercy

Availability: Duke Gerard

Type: Weapon Upgrade

Point Cost: 40

Unique: Yes

Effects: Model gains a +2 MAV and may perform a free loot action on one model stunned by his attacks during his combat action.

Notes: None

 

 

The possibilities are endless when you start diving into unique items, or faction specific items, or model specific items. Generic items can have a tendency to pull the game one direction or another, so they need quite a bit more consideration. We could probably turn this into an ongoing thread of "Equipment you'd like to see", and just keep adding to it. This would give Gus a large bank to pull ideas out of.

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<snip (because some people are into that...)>

 

:rock: *ugh*

 

:devil:

 

Not going there ....

<Back onto Topic>

 

Name: Rock

Availability: Any

Type: Slightly Annoying Ranged Weapon

Point Cost: 2

Unique: Not Really

Effects: Model gains Ranged Attack ability with the following Stats;

RAV 0

#RA 1

Range(6)

Rock can only be used after a failed Charge attempt. Rock does not stack with existing RAV and #RA stats. Rock does not stack with Greater Magical Ranged Weapon or Magical Ranged Weapon. Spells bonuses do not stack with Rock. Rock does not stack with Rock (See Appendix: Wall, for further explanation).

 

Notes: Opponents DV bonus applies as follows:

Warlord and Solos: +6 DV

Captains and Elites: +5 DV

Sergeants and Grunts/Adepts: + 4 DV

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ants in the pants

5 points

not unique

models gain +2 move but cannot move in a straight line, lose 3DV (because they're not looking up) and may not attack, ever (face it, you've got more important things to do than fight right now).

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Name: Scorched Earth

Casting Grade: Mage 3

Availabilty: Any

Type: Attack

Point Cost: 100

Range: 18"

AOE: Special

#Models Affected: All

Damage: 2 points

LOS: Yes

Cast Defensively: No

Notes: Summoning destructive energy of immense proportions, the Mage hurls a massive sphere of fire at a stand of trees causing them to be utterly destroyed, leaving nothing but splinters and ash. A stand is considered an area the size of a CD (4.5" diameter). Light Woods have an MD of 12. Heavy Woods have an MD of 14. If the spell successfully hits the stand of trees, it is destroyed and removed from play. Any model within the stand of trees is also affected by the force of detonation. The caster rolls against the model's MD to determine if the Model receives two points of damage from the force of the blast.

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Here's some ideas for dwarven gear.

 

---Hauberk of Aizen Krahl: Grants + 1 or 2 to DV and +1 or 2 to Tough. Dwarf only.

---Aegis of Aizen Krahl: Grants + to DV at a MAV penalty. Dwarf Only.

---Royal Armor of Aizen Krahl: + to DV, MD, Deflect. Dwarf Warlord only.

---Dwarven Battle Standard: projects a 2" radius +1 MAV boost (just like Sokar's Presence, only on a small scale). Dwarf soldier only, non unique.

---Dwarven Brew: leaders and elites only. May be consumed as a non combat action to increase the Tough value of the model by 3. Effect lasts until the end of the model's next activation. Dwarf only.

---Dwarven Firewater: Leaders/elites only. May be consumed as a non combat action to grant +2 MAV until the end of the model's next activation OR may be thrown as a combat action with Rng: 6 AOE:1 CP:4. Dwarves like crazy drinks! Dwarf only.

---Dwarven Firestick: Dwarf leaders or elites with Ranged attacks only. Slow Fire, Rng 18, RAV 4. Unique. Replaces normal Ranged Attack (this would cut the cost down, since they're losing the value of their current ranged weapon, without losing the associated cost.

---Gnome: May be punted as a combat action for Rng:6 RAV:2. May be looted off of stunned/killed models. If any model other than a Dwarf or Dingo Appledimple loots this item, the Rng becomes 12. If Dingo Appledimple loots this item, automatically place 6 new gnome children within 2 inches of dingo and the gnome. They breed like rabbits!

---Clan Weapon: leaders only. Their weapon has been passed down from ancient days and has seen many conflicts. Smite(non-dwarf)/2 and the benefits of a Standard.

 

 

 

I have no clue how to point up any of this stuff. Some of them are just stupidity while I wait for my ibuprofin to kick in so I can fall asleep, but some of them are serious ideas.

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---Gnome: May be punted as a combat action for Rng:6 RAV:2. May be looted off of stunned/killed models. If any model other than a Dwarf or Dingo Appledimple loots this item, the Rng becomes 12. If Dingo Appledimple loots this item, automatically place 6 new gnome children within 2 inches of dingo and the gnome. They breed like rabbits!

 

Dingo is a Halfling.

 

If a Gnome and a Halfling bred, would you call it a G'Home :poke:

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Talisman: +2 CP on a single casting of a single spell (use must be declared prior to CP roll)

 

Wand of Healing: Grants model the Healer special ability. (Good or Neutral only)

 

Vampiric Shroud: Model gains the Necromancer special ability (Evil Mages only)

 

Necromancer's stone: All Skeleton Warriors and Zombies in the army purchasing the Necromancer's Stone, gain the Summoned(Mage) special ability. The model carrying the Necromancer's stone may summon up to 4 Skeleton Warriors or 2 Zombies with a single Invoke action. (Mage with Undead, or Necromancer ability only). Stone ceases to function if model carrying it dies.

 

Amulet of Spell Resistance: +1 MD, 1/game a model may sacrifice the Amulet (thereafter losing it's +1 MD bonus) to gain a single defensive casting of Counterspell, as if it were a model with defensive Magic and Innate(Counterspell)/4 abilities. Once used in this manner the amulet is destroyed and ceases to function. (Any Leader or Elite model without the Mage or Cleric Special Abilites).

 

@ WildBill:

+1 Dis really isn't going to be a huge advantage considering the 10 points you're putting out for it. You've stated that +1 only occur on it's last track, and many models won't ever see their last track (dying without ever landing on it) Discipline really only comes into play in a very few circumstances, and a 10% bonus on ones last track just isn't worth 10 points. What about the model gaining Fearless on it's last track? Once a model has taken 3 or more wounds it gains the Fearless ability?

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Have no idea on item costs, dont think many of these would fit under the cheap item umbrella, but here are some ideas anyway:

 

Cleaver of pain - Beast models only - grants shock

 

cleaver of bloodlust - beast models only - ignores any armor upgrades of the target. If attacking multiple models, only one may chosen to use against, declared before rolls are made.

 

Savage weapon - beast models only - unique weapon grants disable equal to the number of swings taken, with a maximum useage of 2 per target model. that is, if a model is attacking multiple targets, it can reduce the number of MAs by up to two on each target. If the model is only attacking one target, the maximum disable reduction is still only 2.

 

cloak of need - unique item the cloak boasts a +1 ability. At the beginning of the game, it must be declared what that +1 will go towards (DV, MAV ,CP, MD, DIS, MOV). It stays that way for the remaind er of the game. The affects do stack with anything else.

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Alright, Here's a silly one but the idea won't leave me alone.

 

Item:IT

Cost:5

Effect: model carrying IT gains the title of IT and the Fearsome SA until another model comes into B2B with the model that is IT. at that point the orginal model loses the IT and IT is gained by the 2nd model. IT statis occurs when the IT model activates next. The new model will remain IT until a 3rd model cames into B2B.

 

Note: IT is lost to another model no matter who makes contact, ie wether the model charges or is charged, IT is passed to the next model.

Edited by Sergei
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Smitestick type melee weapon 10 points grants smite (whatever)/1

Whatever: declare before battle what the smitestick smites.

This could be clerics or leaders or a type of grunt but not grunts in general

example the smite could not smite(dwarves) but could smite (shieldmaidens)

Also note that it is a lot fun to say smitestick

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A few more thoughts:

 

One shot items:

 

Potion of Might (Heroism): Initiated as a free action during the models activation, the Model gains the Frenzy and Fearless SAs until the end of it's current activation. (Leader, Elite, or Solitaire model only)

 

Potion of Ghostform: Initiated as a free action during the models activation, the Model gains the Non-Corporeal SA until the end of it's current activation. (Leader, Elite, or Solitaire models only)

 

Potion of Jump: Initiated as a free action during the models activation, the Model gains a Fly move of 5 and can begin flying as a free action, this ability lasts until the end of it's current activation, if a models is flying when the effect ends it is returned to the ground in its current location. (Leader, Elite, or Solitaire models only)

 

Healing Salve: Initiated as a free action during the models activation, the Model gains the Healer SA until the end of it's current activation. (Leader, Elite, or Solitaire models only)

 

Other items:

 

Boots of Agility: Model gains the Raider/2 SA, does not stack (Leader or Elite models only)

Robe of Shimmering: Model gains the Distract SA (Mage models only)

 

Ring of Leadership: Model gains the mob leader/2 ability, models already having the mob leader ability gain a +2 bonus to this value. This ability stacks with the Default Reven faction ability: Horde (Leader Models only)

 

Mark of Bedevilment: Model gains the Fearsome SA (Evil Leader or Elite models only)

 

Ring of Regeneration: Model becomes immune Coup de Grace actions when stunned (Leader or Elite models only)

 

Helm of Piety: Model gains a +2 bonus to the spell capacity (Y) component of their Cleric X/Y SA (Good Models with the Cleric SA only)

Pendant of Devotion: Model gains a +1 bonus to the casting grade component of their Cleric X/Y SA, this item has no effect on models that already have a casting grade of 3 (Models with the Cleric SA only)

Bracers of the Warlock: Model gains a +2 bonus to the spell capacity (Y) component of their Mage X/Y SA (Evil or Neutral Models with the Mage SA only)

Headband of Archery: Model gains the Sure shot special ability (Leader and Elite models only)

 

Beast only Items:

 

Harness of Bloodlust: Model gains the Berserker SA (Monster models with the Beast SA only)

 

Collar of Venom: Model gains the Poison SA (Monster models with the Beast SA only)

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Name: Scorched Earth

Casting Grade: Mage 3

Availabilty: Any

Type: Attack

Point Cost: 100

Range: 18"

AOE: Special

#Models Affected: All

Damage: 2 points

LOS: Yes

Cast Defensively: No

Notes: Summoning destructive energy of immense proportions, the Mage hurls a massive sphere of fire at a stand of trees causing them to be utterly destroyed, leaving nothing but splinters and ash. A stand is considered an area the size of a CD (4.5" diameter). Light Woods have an MD of 12. Heavy Woods have an MD of 14. If the spell successfully hits the stand of trees, it is destroyed and removed from play. Any model within the stand of trees is also affected by the force of detonation. The caster rolls against the model's MD to determine if the Model receives two points of damage from the force of the blast.

 

 

now why would you want this spell? :devil:

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Name: Move Earth

Casting Grade: Mage 3

Availability: Any

Type: ?

Point Cost: 30

Range: 6"

AOE: Special

# Models Affected: All

Damage: 1 point

LOS: Yes

Cast Defensively: Special*

 

Cavalry getting you down, take this spell and stop them in their tracks. This spell creates a 3" wide x 2" deep x 12" long trench. Any models falling into the trench suffer 1 point of falling damage and must use an invoke action to climb out of the trench. Cavalry models. . .well they're kind of stuck, how is your horse suppose to climb out. after the model a cavalry model has climbed out of the trench switch it to a standard base. . .all stats stay the same except for MOV, which takes a -5 penalty, and they loose shock.

 

special* the casting when the model casting this spell or the unit the caster is a part of is charged by cavalry, the caster may make a Dis check after the charges are declared but before the movement has taken place. if the check succeeds the caster places the spell within the spells range. :devil: :devil:

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