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Author Topic: The Cavelry Hammer and Various Priests.  (Read 1758 times)

Offline Wyrdlight

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The Cavelry Hammer and Various Priests.
« on: May 23, 2009, 11:30:29 AM »
I would like the cavelry hammer to come back! as it was in the middenheim list from storm of chaos, the new great weapon when mounted rules make Knights of the WHite wolf, one of the most iconic and coolest units almost redundent, they do less damage on the charge and have a poorer armour save than standard knights, non-inner circle knights are only str 4.... thats almost the same damage on the charge as wolf riders, and less than spider riders (with poisen).

So i propose this change.

The Cavelry Hammer.
+ 2 Str on the charge.
+1 Str in successive rounds
Strikes Last.
Requires two hands.

Just as damaging on the charge as lances but less survivabilty due to lack of shield, more damage in successive round but vulnerbale to counter attacks due to striking last.

Secondly i want to see more priests.

Priests of Sigmar, Ulrich and Taal.

All should have the same impact on dispel pool, have the same weapon options.  They should have different Prayers and different effect on units they join.

So Sigmar = Hate all enimies.
Taal = For movement, rough terrain counts as open ground.
Ulrich = Immune to Panic.

For example.

Taal Prayers.

Raging Swarm.
A Swarm of Bees and wasps attacks.
Magic Missle.
Range 18.
1 d6 str 2 no armour save.

Summer Wind.
A Warm wind blows, brininging with it the scent of summer mens hearts are lightened and thier fears subside.
Remains in play.
any friendly unit within 12 (line of sight not required) may re-role failed panic or psycology tests. (fear terror ect)

Oakskin.
The priests Skin becomes as hard as Oak.
Remains in play.
The Priest gains a 2+ armour save and a 5+ wardsave but gains "flammable".

Hunters Grace.
The Priest imbues his allies with a hunters attuned senses.
Any friendly unit within 18 (Line of sight not required) may add +1 to thier Ws or Bs until the end of thier next turn.

Ulrich.
Wolfs Blessing.
The Preist and his allies gain the fleet swiftness of a hunting wolf.
Remains in Play.
The priest and the unit he is with add d3 to thier charge and pursuit moves.

Leaden Cold.
The air turns sharp with cold, limbs stiffen and hands freeze to hilts.
May only be cast on Priest and his accompanying unit.
Enimies suffer -1 to hit in hand to hand combat until the end of the turn.

Savage Fury.
The Priest becomes filled with a savage bestial fury.
Remains in Play.
The priest gains +2 Attacks.

Howl.
The Priest unleashes a howl that chills the hearts of his enimies.
Range 12 Inches.
Target enemy unit within line of sight must take a panic test.
Units under half range take the test at -1 ld.