We Need more Magic Weapons...

If you have any ideas for new magic items or new rules for them, or just think the odd one is to over powered then have your say here please.
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tom1
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Re: We Need more Magic Weapons...

Post by tom1 » Sat Nov 29, 2014 10:01 pm

Dave wrote:Here is another rework :)

The Shooting Star 65 point
This flail is slightly warm to the touch and glows dimly. Its full effects become apparent when used in battle, as for every enemy this mighty weapon strikes down its heat increases and it glows ever more brightly until there is an explosion of energy, which leaps forth and strike whoever is in its path with fiery burning energy.

This magical weapon counts as a flail with the following special rules.

For every enemy hit this weapon builds up 1 charge, and when it has built up 4 charges, the flail shoots forth an energy bolt strait forward, which hits all models in its path. Every model hit by the energy bolt will suffer -2 toughness to their save. The energy bolt will continue to move right across the board until it leaves the playing area.
I fell sorry for any sorry soul in the path of this weapon lol
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Re: We Need more Magic Weapons...

Post by Dave » Sat Nov 29, 2014 10:04 pm

tom1 wrote:
Dave wrote:Here is another rework :)

The Shooting Star 65 point
This flail is slightly warm to the touch and glows dimly. Its full effects become apparent when used in battle, as for every enemy this mighty weapon strikes down its heat increases and it glows ever more brightly until there is an explosion of energy, which leaps forth and strike whoever is in its path with fiery burning energy.

This magical weapon counts as a flail with the following special rules.

For every enemy hit this weapon builds up 1 charge, and when it has built up 4 charges, the flail shoots forth an energy bolt strait forward, which hits all models in its path. Every model hit by the energy bolt will suffer -2 toughness to their save. The energy bolt will continue to move right across the board until it leaves the playing area.
I fell sorry for any sorry soul in the path of this weapon lol
I know ;) its a good one. Here's the last update for tonight. I will finish the rest off tomorrow.

The Two Steal Hammer Fist of Kinship at 50 point each
Though the Men of Crack & Corn are not well known for producing magical weapons there have been a few exceptions, and the Steal Fists of Kinship are just two of them.

At the height of the Elvin Empire when they were attacking the Men of the mountains with great beasts and siege weapons these hammers were forged for two brothers who worked in a team to bring down these mighty machines. Alone they are potent, but together they hit with enough force to bring down a dragon, and though the brothers have long since passed, these weapons show what power teamwork can have on the battlefield.


These weapons count as great hammers with the following special rules.

There are two Steal Hammers of Kinship, which 'must' be taken by two separate characters in the same army. By themselves they count as normal great hammers, but if they attack the same model at the same time in combat, they do -4 to an enemy's toughness, ignores all resistance an enemy has and does +5x3 damage in combat. This special working in tandem bonus replaces both of the hammers' normal bonuses in combat.
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Re: We Need more Magic Weapons...

Post by tom1 » Sat Nov 29, 2014 10:18 pm

K and like the rework ;)
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Re: We Need more Magic Weapons...

Post by Dave » Sat Nov 29, 2014 10:29 pm

tom1 wrote:K and like the rework ;)
Thanks mate :)
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Re: We Need more Magic Weapons...

Post by Dave » Sun Nov 30, 2014 12:32 pm

Here's another rework :)

The Fang of Fallax at 80pts
When Fallax plummeted to the ground after being struck down by the heavens, Many gathered at his corpse and plundered what relics they could. Many of the items plundered have now been turned to ash in the flame of his descendants, but a few still remain upon the middle plain. Relics of the great Fallax's power that still mould the Middle Plain to this day. The most common of these relics are the Fangs of Fallax, great lances that unleash gouts of flame as they strike their unfortunate foes in battle.

The Fang of Fallax counts as a lance with the following rules.

For each successful charge the bearer of this weapon makes into combat, place down the 'Flame Template' directly in front of them and on top of any models that may hit. Each model, friend or foe hit by the flame temple will suffer 1 automatic hit each and suffer -1 toughness and agility to their saves. After working out the flame template's damage, go on to work out the lances attacks as normal.

All Dragons and Drackin will 'Hate' the bearer of this item, and Drackin armies others, which in Dragons in cannot use this item.
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Re: We Need more Magic Weapons...

Post by Dave » Sun Nov 30, 2014 12:49 pm

And some more reworks.

The Two Rings of Twisted Fate at 50pts per ring
At the height of the Dwarven war against the Elves, a great and wise House Master approached his most skilled metalsmith and asked for a pair of rings to be forged with an enchantment that informed the wearer of the ring to know when the other had died. He asked this as he planned to march to meet the elves marching upon his kingdom and wished for his son to be the one to rule in his stead if he fell. The Metalsmith plied his trade beautifully, crafting a pair of rings even the emperor of the elves would be jealous of, but when he came to enchant the rings, he made one fatal flaw with the runes inscribed, one that would go unnoticed until after the battle. As the kings army marched to meet their foe, their Elvin enemies sent their own assassin to slay the king's son and prevent his succession. The House Master met his foes in battle, just as the assassin made their move. The blade struck deep within the prince's throat, but drew not a single drop of blood. On the battlefield, the king bellowed in victory before being cut short, blood spilling from his neck and collapsing into the dirt... Few records survive from this battle, but the few that do speak of a great slaughter...

The rings of twisted fate are a pair of rings that must be taken separately for their effects to be used.

When one of the ring bearers suffers a wound, on each of those life points lost roll a D6. On the score of a 1 to 3 nothing happens, but on a 4 to 6 the other ring bearer will suffer that wound instead, which cannot be avoided or saved in any way.

If one of the ring bearers is killed outright, by an overrun or by some other means, roll a D6. On the score of a 1 to 3 nothing happens, but on a 4 to 6 the other ring bearer will be killed outright instead. If this leaves the surviving ring bearer in a difficult position, like in the middle of an enemy unit after an overrun place them in the nearest suitable place out of combat near where they could have died.

These rings cannot save pieces from the affects of oblivion, as nothing can. If one of the ring bearers is caught in oblivion, then they are slain outright and removed from the board as normal. Furthermore, the other ring bearer must roll a D6. On the score of a 1 to 3 nothing happens, but on the 4 to 6 the other ring bearer will also suffer from oblivion and be killed outright as well.

Once one of the ring bearers has perished the other surviving ring holder's magical band will cease to work.

The Tyrant's Cull at 45pts
This feared whip was wielded by one of the most sadistic mercenary goblin lords to work the lands. It possesses several clawed hooks that scrape and puncture flesh and hide and its feared master rarely had any qualms about turning it on his own men to enforce obedience...

This magical whip counts as a one handed weapon that inflicts -1 to an opponent's toughness with the following rules.

Furthermore, when the bearer of this magical weapon accompanies a group of models that must make a break check, deviancy check or bravery check they can choose to attack their cowardly warriors to gain more soldiering dice. For each kill they make with this magical weapon, that piece gain's +2 soldiering dice, which can only be used in that check. Afterwards the piece's soldiering level returns to normal.
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Re: We Need more Magic Weapons...

Post by Dave » Tue Dec 02, 2014 10:21 pm

Just thought I would add this one to the list:

The Item Mangler at 35 points (Magical Halberd)
This is another twisted creation from the Goblins. If they cannot best another magic smith's work, then why not destroy it instead, and that's just what the Mangler does to other enemy magical weapons in battle.

The Halberd counts as a normal halberd in combat with the following special rules.

For each roll of a 6 made to hit in combat with this magical weapon, roll another D6. On the score of a 1 to 5 nothing special happens, but on the roll of a 6 one of the enemy's magic items is destroyed for the rest of the game. The bearer of this magical weapon always decides which of the enemy's magic items to destroy.

Note: Regardless if the Mangler destroys a magic item or not, all hits must be worked out as normal.


We have nearly finished now, just 7 more to go :mrgreen:
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Re: We Need more Magic Weapons...

Post by tom1 » Tue Dec 02, 2014 11:37 pm

Dave wrote:Just thought I would add this one to the list:

The Item Mangler at 35 points (Magical Halberd)
This is another twisted creation from the Goblins. If they cannot best another magic smith's work, then why not destroy it instead, and that's just what the Mangler does to other enemy magical weapons in battle.

The Halberd counts as a normal halberd in combat with the following special rules.

For each roll of a 6 made to hit in combat with this magical weapon, roll another D6. On the score of a 1 to 5 nothing special happens, but on the roll of a 6 one of the enemy's magic items is destroyed for the rest of the game. The bearer of this magical weapon always decides which of the enemy's magic items to destroy.

Note: Regardless if the Mangler destroys a magic item or not, all hits must be worked out as normal.


We have nearly finished now, just 7 more to go :mrgreen:
lol cheap but can be effective
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Re: We Need more Magic Weapons...

Post by Dave » Wed Dec 03, 2014 12:28 am

tom1 wrote:
Dave wrote:Just thought I would add this one to the list:

The Item Mangler at 35 points (Magical Halberd)
This is another twisted creation from the Goblins. If they cannot best another magic smith's work, then why not destroy it instead, and that's just what the Mangler does to other enemy magical weapons in battle.

The Halberd counts as a normal halberd in combat with the following special rules.

For each roll of a 6 made to hit in combat with this magical weapon, roll another D6. On the score of a 1 to 5 nothing special happens, but on the roll of a 6 one of the enemy's magic items is destroyed for the rest of the game. The bearer of this magical weapon always decides which of the enemy's magic items to destroy.

Note: Regardless if the Mangler destroys a magic item or not, all hits must be worked out as normal.


We have nearly finished now, just 7 more to go :mrgreen:
lol cheap but can be effective
thanks mate :) and I don't think we have an magic item destroyer either yet.
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Re: We Need more Magic Weapons...

Post by Dave » Wed Dec 03, 2014 12:24 pm

There the last of the Great Hammer done :)

The Magical Heavy War Hammer at 30pts (Magical Great Hammer)
This magical heavy hammer has been blessed by an unknown person to make it perfectly balanced and light in combat. This grants all of the advantages of using a two handed hammer in battle, without any of its draw backs, such as their heavy wait and how unwieldy they can be in battle.

These magical weapons count as great hammers with the following special rules.

This magical great hammer does not cause exhaustion in combat with it being so light. The rules for Exhaustion are explained on page **. Furthermore, it does not make its bearer 'Sluggish' in combat, as described on page **.
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