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Items of Forgotten Lore ------------------------------------------------------------------------ Otto von Scheck carefully removed the tattered covering from the chest. Clutching his obsidian talisman, he began to slowly open the chest. Arcane runes that had been bound to protect the ancient chest leaped out towrd von Schech in lightning blots that would have killed the mage had it not been for the poerful anti-magic item he had. He gazed in wonder at the variety of artfact that were present before him. Even through the protection of the talisman of obsidian, von Scheck could feel the magic spells bound onto the items. It would not easy to smuggle these items out of the Empire. The Witch King would be most displeased. Perhaps he could sell some of the artifacts for protection. Perhaps the Deathmaster... No, he can't be trusted. Perhaps Heinrich Kemmler, the Lichemaster... Without hesitation, von Scheck began the slow process of unbinding the runes..... The following is a list of some new magical items for Warhammer Fantasy Battle. Notice that instead of making the wielder super powerful, these items are designed to get rid of supercharacters and put the focus back into Rank and File troops. Also included are some house rules that I think are more reasonable. Although these rules and items aren't official, try using them, you'll see that you have a lot more fun. Magic Items ------------------------------------------------------------------------ The Five Gems of Gnar We all know what the Black Gem of Gnar does, so I haven't included the rules for it. The Red Gem of Gnar..................................25 Points The Red Gem of Gnar may be activated once at the end of every Hand to Hand Combat phase. When activated, it will automatically cause one Wound to one of the bearer's HtH opponent. This wound cannot be saved, even by the Black Amulet, Golden Helm of Atrazar, Armor of Skaldor, Gotrek's Doom, Deathmaster Snitkch's Dodge, or the Black Armor of Nagash, nor can it be dispelled. However, the bearer may not use the Red Gem if he has attacked during the phase. The Green Gem of Gnar................................25 Points The Green Gem of Gnar may be activated once at the end of every Movement phase. When activated, all flying models in base to base contact with the bearer loses the ability to fly. The flyers gradually lose the abilty and will descent to the ground. Once lost, the flying ability may not be regained. Low flying models will land straight down, while high flying models will land anywhere in the controlling player's deployment zone. The bearer of the Green Gem of Gnar is protected and only loses the abilty to fly on a 4+ every time the Gem is used. The Blue Gem of Gnar.................................25 Points The power of the Blue Gem of Gnar allows the bearer to choose one Hand to Hand opponent at the beginning of a HtH phase. The chosen model may not attack the bearer of the Gem, nor may the Bearer attack the chosen model. The model and bearer of the Gem may attack other models as normal. The White Gem of Gnar................................25 Points Any wounds inflicted by the bearer of the White Gem and any models in base contact, whether friend or foe, does not count toward Combat Resolution. Special Notes All the Gems of Gnar can be dispelled for that turn on a 6+ only, even if drain magic is used. They can never be redirected or reflected. ------------------------------------------------------------------------ The Three Amulets The rules for the Black Amulet are not posted. The Golden Amulet....................................50 Points Any Wounds suffered by the bearer of the Golden Amulet from a Rank and File missile weapon or from War Machines can always be saved on a 5+. Save multiple Wounds caused by War Machines separately. Any Wound saved is reflected and suffered by the missile troops or the war machine crew. The Crystal Amulet...................................50 Points Any Wounds suffered by the bearer of the Crystal Amulet from a magic spell or effect may always be saved on a 5+. Any Wounds saved is reflected back at the caster or user of the item which caused the Wound. Special Notes Any of the three Amulets may save any Wounds reflected by any of the three Amulets. ------------------------------------------------------------------------ The Eight Chalices The rules for the Ruby Chalice can be found in Battle Magic. The Topaz Chalice....................................60 Points If a unit or model with the Topaz Chalice suffers a wound, the entire unit or model gains +1 to Toughness. The Emerald Chalice..................................60 Points If a unit or model with the Emerald Chalice suffers a wound, the entire unit or model gains +1 to Strength. The Sapphire Chalice.................................60 Points If a unit or model with the Sapphire Chalice suffers a wound, any spell cast at the unit or model is dispelled on 1+, with each power of the spell reducing the roll by one. The Amethyst Chalice.................................60 Points If a unit or model with the Amethyst Chalice suffers a wound, the entire unit or model becomes frenzied, as per Warhammer rules. The Quartz Chalice...................................60 Points If a unit or model with the Quartz Chalice suffers a wound, the entire unit or model gains hatred as per Warhammer rules against all enemy units. The Diamond Chalice..................................60 Points The Diamond Chalice allows the bearer or all models in the unit to ignore their first wound on a D6 roll of 6+. The Obsidian Chalice.................................60 Points If a unit or model with the Obsidian Chalice suffers a wound, the entire unit or model gains +2 to their armor save. This +2 is not modified for attackers Strength, so the unit or bearer will have an armor save of at least 5+. Special Notes Any unit or character may have only one Chalice. ------------------------------------------------------------------------ Optional House Rules Devices of Protection Any magical item which provides a save no matter what, such as the Black Amulet, Golden Helm of Atrazar, and Armor of Skaldor, may not give the bearer a save against woudns caused by war machines that aloow no save, such as cannons, stone throwers, and bolt throwers. I mean, come on! No magical amulet is gonna help you when a cannonball rips off your head, a one ton boulder crushes you, or a fifteen feet steel bolt rips through your internal organs. Desertion When a unit loses a round of combat by more than the number of models in the unit and fails its Break Test, not only does the unit flee, but a number of troops equal to the margin of failure deserts the unit, deciding that it was not worth dying for. Magic Item Points Limit To balance the game a little and encourage the use and Rank and File troops, magic items could be limited to the following: •You may take as many magic items 50 points and under as you want •You may take up to a maximum of three items that are from 51 points up to and including 100 point •One of the three from 51 through 100 can be over 100 points ------------------------------------------------------------------------

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