-
No Wizards Higher Than Level 15
THE AMOUNT OF WIZARDS OF LEVELS 5, 10 AND 15 PER ARMY
IS STATED IN THE 3RD EDITION
ARMY BOOK..
-
Magical Armour
+1 save modifier = + 25 points
+2 save modifier = + 50 points
+3 save modifier = + 100 points
MAX OF 1 SUIT OF MAGIC ARMOUR PER ARMY.
(ASSUMING YOUR ARMY LISTS ALLOW IT)
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Magical Rings
50 points
The ring has a single level 1 spell.
Normal ring rules apply.
MAX
OF 1 RING PER ARMY.
(ASSUMING YOUR ARMY LISTS ALLOW THEM)
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Magical Weapons
One Ability Only.
WEAKEN 40 points
Every time this weapon causes a wound, the target loses
a point of
Strength.
If the targets S is reduced to 0 they are dead.
— — —
ENFEEBLE 40 points
Every time this weapon causes a wound, the target loses
a point
of Toughness.
If the targets T is reduced to 0 they are dead.
— — —
MIGHTY STRIKE 50 points
Once per game you may make a single S10 attack.
You can choose
to use this ability after you have rolled to hit.
— — —
DEGENERATION 50 points
Any target receiving damage from this weapon must roll a D6 at the start of all its
turns.
If a 6 is rolled they lose a wound.
Cure Severe Wound can negate this effect.
— — —
INFLAMMABILITY 35 points
The wielder of this weapon is immune at all fire based attacks.
— — —
MAGICAL DESTRUCTION 50 points
If this weapon hits magical armour, a magical weapon or a magical banner, roll a
D6 and on
a 5 or 6, the struck item loses its magical properties.
— — —
DOUBLE DAMAGE 75 points
All damage dealt by this weapon is automatically doubled.
— — —
FEROCITY 50 points
This blade adds 1 to the bearers Attacks.
— — —
ONLY HERO MODELS OF LEVEL 15 OR ABOVE MAY HAVE A MAGICAL WEAPON.
Magical Banners
BATTLEBANNER 150 points
Adds a D6 to the HTH resolution total to see who won that
round.
— — —
WARBANNER 75 points
Adds 1 to the HTH resolution total to see who won that round.
— — —
WARD OF THE BRAVE 75 points
This banner allows the unit to re-
You may only re-
It may be used again on subsequent test.
— — —
RELIC BANNER 75 points
This unit is immune to Panic and may re-
— — —
HELLFIRE BANNER 100 points
The banner bearer may forgo their HTH attack to cast a
single Fireball in the
magic phase of the turn.
— — —
Magical Instruments
50 points
DOOMSOUNDER
Any enemy unit in HTH has -
— — —
BATTLECALL
Adds 1 to the HTH resolution total to see who won that round.
— — —
BATTLECRY
This unit does not need to make Fear tests when it charges a
feared enemy.
It still
needs to test however if it is charged.
— — —
CALL OF VALOUR
+1 to LD tests
— — —
Below is a PDF of the cheat sheet rules.
Click to D/L.
ARMY LISTS.
Based on the 3rd Edition Lists, but with war machines from 4th if they are easy to
port back into 3rd edition rules.
If something is in 4th but not 3rd and you think
it is cool, we will figure something out assuming it can be converted to 3rd edition
rules.
(which it probably can)
TLDR: IF IT IS IN 4TH AND HAS RULES THAT MAKE SENSE IN 3RD THEN USE IT.
RULE OF COOL -
FOR MERCENARIES, WE WILL IGNORE THE GOLD RULES.
THEY ARE LOYAL ONCE PAID FOR!!
IF YOU ARE NOT SURE DROP ME A MESSAGE!