Magic Items of the Legion of Nagash
Common Magic Items
Power Stone - 20 pts
As described in the Warhammer rulebook.
Dispel Scroll - 20 pts (cheaper due to the heavy magic item nature of this army)
As described in the Warhammer rulebook.
Magic Weapons - voted through by this poll:
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Blade of Souls - 100pts
Invisible to the naked eye, this weapon bound by Nagash himself cuts not not through flesh, but through the very soul of its victims. One bite, one scratch from the sword will cause the most grievous damage
Cancels out armour and regeneration saves, and also causes D3 wounds per successful wound. If a 6 is rolled to wound the blade also cancels out ward saves.
The Wraith Sword - 70pts
Trapped within this sword is a powerful wraith, it's cold aura striking terror into foes whilst bypassing their defences
Causes terror and does not allow armour saves.
Dagger of Betrayal - 45 pts
This dagger positions itself to strike deep into the heart of its victim, filling their heart and soul with malice and hatred as they die.
Can only be used in challenges. When the model targeted suffers it's first wound from this dagger, all other attacks from both models are discounted. The target model immediately directs a full round of attacks against either it's unit or itself (owning players choice) which benefit from any magic items the model may be carrying. In every subsequent round of combat, the model takes a leadership test. If passed, it regains control and can attack as normal, if failed, it directs all of its attacks against its own side as described above. If not in a challenge, it just counts as a magic weapon.
Balista of Rampart Smashing - 30pts
When the undead mercenary Varison led the Siege of Glósoliàin Kislev, it is said he brought down the gates with a single charge from this legendary lance.
One use only. Lance. At any point during the battle that the bearer charges, he
may decide to activate the lances power. He must declare this before that start of that turns combat. For that turn only all attacks are resolved at S10, and cause D3 wounds. After this turn the Lance counts as a mundane lance for the remainder of the battle.
Draining Voulge - 35pts
This heinous weapon is saturated with dark magic, and it takes tremendous will power to resist a blow from it. Those who do not have the strength feel their bodies weaken and grow frail in seconds, and are soon little more the desiccated husks.
Great Weapon. After every successful hit, the target must take a Toughness test. If failed, the affected model immediately takes one wound unsaveable by any means. You may then roll to wound as normal. If passed, roll to wound as normal.
Daggers of Arachnos - 35pts
Created from the fangs of the gargantuan spiders that inhabit Mount Arachnos, these vicious blades prove deadly to any that feel their touch
Counts has two handweapons. The bearer gains poisoned attacks that work on a roll of 5+ to hit, instead of the normal 6+.
Bane of the Beasts - 25pts
This crossbow was once used by the dwarfs of Karak Azgal before it was overrun, designed to destroy the monstrous creatures that assaulted their hold. Stolen by Nagash's servants, it has been tainted by warpstone and the cursed barbs can fell even the mightiest opponent.
Crossbow. When used against units with the
Monster rule it hits on 2+, and if a 5 or 6 to hit is rolled it automatically causes D3+1 wounds. If used against a monster that has a rider, if it successfully hits the shot does not get randomised, it automatically gets allocated to the monster.Against any non-monster targets it simply counts as a magical crossbow.
The Dead Crescent - 10pts
Though light and fragile, this blade unerringly finds its mark, striking where it will hurt the most.
-1 S. Confers the Killing Blow ability.
Magic Armour - voted through by this poll:
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Note: A Disciple of Nagash may select any magical armour. This is an exception the BRB excluding characters from choosing magic items if they do not have access to their mundane equivalent.
The Armour of Obsidian - 70pts
This black armour is fashioned from pure obsidian, providing total protection from those that would use magic against the bearer.
Heavy Armour.All magic items in BtB contact are nullified and are mundane versions. The bearer may not carry any other magic items (except the book of Nagash). A wizard wearing this armour may not cast spells or rituals. It also grants Magic Resistance (3)
Armour of Deathly Empowerment - 65pts
The seemingly old and decrepid armour is more than it seems, for when its thirst for magic is slaked it makes the bearer unstoppable.
Light Armour that confers a 5+ ward. At the start of each magic phase the bearer can choose to fuel the armour with
PD or bound spell (such as a Ritual of Nagash).
For each expended
PD / bound spell the the bearer may add +1 to either their S, T or A characteristics, upto a maximum of two per characteristic. Each dice also boosts the ward save by +1 upto a maximum of a 3+ ward save. The armour resets at the start of each Legion magic phase.
The Armour of Stone - 60pts
Though seemingly useless, this bulky armour is nonetheless tougher than steel
Heavy Armour. Grants the bearer +1W and +1T. The bearer also looses -1M, -2I and cannot be mounted.
Helm of the Lightning Dead - 35pts
This item fills the user with unnatural vigour, enabling them to strike with blurring speed.
6+ armour save that may be combined with armour, shield etc as normal, it may also be combined with other armour. Also confers the
ASF ability.
The Shroud of the Liche - 35pts
This flowing cloak covers it wearer in darkness, making him virtually invisible
Light Armour. Confers a 5+ ward
Skeletal Carapace - 30pts
This armour slowly fuses to the wearers skin, imbuing them with tremendous resilience and granting the strength to resist attacks that would slay others in an instant.
Heavy Armour. The model wearing this armour may only ever suffer one wound per attack inflicted. For example the bearer can only ever suffer 1 wound from a cannonball. This also includes the Killing Blow rule - if a 6 to wound is rolled the bearer will only suffer one wound, however it will still cancel armour and regeneration saves.
Bronze Buckler - 25pts
This ancient Nehekharan shield was master forged many years ago. Such was it's design that no mundane weapon could destroy it
Shield. The bearer gains a 4+ ward that is negated by magical attacks.
Enchanted Items - voted through by this poll:
LINK
Touch of Ages - 50pts
These twin blood red rubies sit in the bearers palms, held in place by intricate gloves of silver. When ready they cause power to pulse through the bearers hands, as he grabs his foe in a vice like grip. In seconds their body is aged by hundreds of years, reducing muscle and flesh to dust.
Bound Spell - Level 5. At the start of combat the bearer may choose to forgo his normal attacks. Instead choose one model in BtB combat (if in a challenge this must be the model involved in the challenge). Both players then roll D6 and add their
basic strength. The bearer then adds 3 his score. For every point he beats the other player he inflicts one wound, no armour or regeneration saves are allowed. If the bearer fails to beat the other players score no damage is caused.
If the Touch of Ages is successfully cast it runs out of power for the remainder of the battle. If unsuccessful rolll 1D6, on a roll of 1 it runs of of power for the remainder of the battle. On 2-6 another attempt at casting may be made in the next Legion magic phase.
Gauntlets of Dread Intellect - 40 Points
Once the gauntlets are donned, the bearer's sword arm moves with a will of its own. Suddenly all of the attacks strike true, and inflict damage far more grievous than they could have done on their own
In combat the bearer may choose to either re-roll to hit
or re-roll to wound. This must be declared at the start of each round of combat. In addition it grants the bearer the Armour Piercing ability
Mantle of Ritual Mastery - 35pts
This cloak is covered with forgotten runes. Whenever the bearer performs a ritual of Nagash, spectral voices echo his words, adding its dark power to the bearer's
The wielder of this cloak adds +1 to the casting values of all of its rituals.
The Black Jar - 30 points
The Mortuary Cultists canopy jars are seen as symbolic within the cult. The higher ranking of the priests carry particularly intricate jars. These jars contain scarab beetles that are more vicious than the standard ones. These beetles are infused with dark magic, binding them to the Priests will.
DoN & Mortuary Priests only. This jar replaces the standard Scarab Jar carried by a DoN or Mortuary Priests. The bearer may make a breath weapon attack
every one of the bearer's turns, at +1S of the normal jar they would carry. This breath attack is classed as magical.
Every time the jar is used roll D6 straight after. On a roll of 1 it exhausts its powers and cannot be used for the remainder of the battle.
The Necromancers skull - 20pts
This used to be the head of Kadon, the necromancer who found the Crown of Sorcery and with it built Mourkhain. Now, it still seeks to control all magic, and draws it to the bearer.
Every time a wizard of the opposing army rolls a miscast, the bearer may cast one Ritual that is chosen at the start of the battle. He may do this even if he cannot normally cast Rituals.
Eye of the Dark Lord - 15 points
One Use Only
This trinket is a little black box containing an eye of the Necromancer. It contains his cold hard stare and when opened, deters all enemies from coming within its gaze.
The bearer of the Eye of the Dark Lord may declare its use whenever an enemy charges the bearer or their unit. The enemy is forced to re-roll their leadership test for charging a fear causing opponent. If, for whatever reason, the enemy is immune to fear, they must still roll a test to charge the unit anyway.
Talismans - voted through by this poll:
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Gem of the Supreme - 50pts
This magical gem is infused with the blood and souls of the mightiest warriors of Nagashizzar. The gem hates nothing more than magic and will stop most magic dead. The efforts required to do this take their toll on the gems bearer though, and the gem has had many owners through the ages...
This gem counts as a
dispel scroll, however every time it is used the bearer suffers an automatic wound that ignores armour saves. The gem can be used multiple times in the same magic phase.
Sacrificial Stone - 50pts
Linked to the soul of its bearer, this innocuous rock sustains them to the detriment of their followers.
At the end of every turn the bearer may choose to sacrifice two wounds on the unit he is in (distributed as per shooting, with no saves of any kind allowed) and regain one wound of his own. The stone may be used more than once at the end of the turn. The stone has no effect if the bearer is not in a unit, and cannot be used to gain wounds above the bearers starting number of wounds.
Key to the Grey Vault - 55pts
One Use Only
This talisman bears the power to briefly tear through the veil between dimensions, allowing the user to take on the aspect of the restless denizens of the Grey Vault.
This item is used at the beginning of any of the bearers turns. Until the end of the turn in which this item is used, the bearer and any unit he is with gain the Ethereal special rule
The Gem of Souls - 40pts
Trapped within defeated souls rage, crying for the blood of the living.
Grants 4+ ward. The bearer is subject to frenzy and can never lose it, but does not benifit from the usual +1 attack or becoming Immune to Psychology.
Shadow Shard - 25pts
One Use Only
This mystical gem activates when its bearer suffers harm, quickly removing them out of danger
As soon as the bearer suffers one or more wounds in combat roll D6. On 2+ the bearer may move out of combat upto 20", in a direction determined by the scatter dice. Discount the hit and any further hits / or wounds from the bearers opponent. The bearer cannot move into contact with an enemy unit, but may join another friendly unit providing they are not in combat. On a roll of one the gem fails to work and is destroyed.
The Ghoul's Fang - 20pts
Once belonging to Vorag Bloodytooth, this fang retains some semblance of Vorags spirit, instilling a terrible bloodlust into the bearer. if it is destroyed however, this influence will soon wear off.
The model with the tooth gains frenzy that cannot be lost by normal means. Also, when the model suffers its first wound, it is discounted, and the Fang is destroyed, meaning the bearer looses it's frenzy.
Arcane Items - All items voted by one poll:
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The Books of Nagash
These tombs of ancient power possess the knowledge of the Great Necromancer himself. Re-written after his resurrection, a copy is given to each Neophyte when he joins the ranks of the Legion. As he progresses up through the ranks, he gains access to the more powerful and rare books. The ninth book is reserved for the Dark Lord himself, as he guards his most devastating magics closely.
All magic users must choose one book and only one book. Duplicate copies of a book cannot be taken until all available books have been chosen, after which you may take copies. e.g. If you have 3 Level 1 casters, then books 1 & 2 must taken, while the third caster has a choice between a duplicate of book 1 or book 2.
The books are limited by caster level as follows:
Lvl 1 - may choose between books 1-2
Lvl 2 - may choose between books 1-4
Lvl 3 - may choose between books 1-6
Lvl 4 - may choose between books 1-8
The book does not count towards the character's magic item allowance, nor can it be negated by any means (e.g. Law of Gold, Vaul's Unmaking, etc).
Book 1 - The Book of Summoning - 25pts
Once per magic phase the bearer may re-roll all dice when casting a summoning / healing spell to see how many models / wounds are raised or healed. In the case of the Great Awkening, you may only re-roll the dice for one unit.If re-rolled, you must abide by the second result.
Book 2 - The Book of Binding - 25pts
If a unit containing the bearer suffers wounds due to
CR, this book will negate D3 such wounds to the unit itself. The book has no effect against
CR wounds inflicted upon the bearer.
Book 3 - The Book of Control - 40pts
At the start of each combat phase, the bearer may select any unit with the Undead rule within 24". The target unit gains +3 WS and +1 I during that combat phase.
Book 4 - The Book of Fear - 40pts
All enemy troops within 6" of the bearer suffer -1 to their shooting and close combat rolls to hit.
Book 5 - The Book of Everlasting - 60pts
The bearer adds D3+1 to his unit's
CR at the end of combat. This has no effect if the bearer is not within a unit.
Book 6 - The Book of Undermining - 60pts
In your opponents magic phase you may re-roll upto D3 of your opponents casting dice. This may be the dice from one spell, or split over multiple spells. Your opponent must stand by the second result. This may cause a miscast or IF.
Book 7 - The Book of Power - 75pts
Each magic phase the bearer
may decide to add an additional power die to each spell cast. This decision can be made after rolling the initial power dice for the spell, but the additional die cannot cause IF but can still cause a miscast.
Book 8 - The Book of Knowledge - 75 pts
The bearer knows all spells from the Lore of Nagash and may
choose another four spells from the Lore of Death, Shadows and Metal. The bearer may choose spells from multiple Lores.
Magic Standards - voted through by this poll:
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Standard of Lifelessness - 125pts
This standard hungers for the life essence of its enemies. Urged by the dead that march under it, it consumes the will and souls of those nearby.
For every rank consisting of at least 5 models the owning unit has, enemies within 6" get -1
Ld for the purpose of breaking. For example for 3 ranks, enemy units would suffer -3 to their
Ld. This modifier effects
Ld based tests and attacks.
The Hunger Stone - 70pts
Atop this standard sits a massive black diamond that thrums with the power of of the Dark Lord himself. Under its influence the dead are driven relentlessly forwards with a hunger for living flesh
Bound Spell. Power Level 5
If successfully cast 3 friendly undead units within 18" may march move or charge as per the
BRB
Banner of the Ages - 50 points
One Use Only
This ancient standard is infused with the power of the ages that have gone by since the very beginning of the ragged flag's existence. Enemies attempting to approach the bearer find their movement sluggish as though time itself conspires to keep them at bay.
Declare you are using this banner during the enemy's Declare Charges phase, after charges have been declared but before charge distances are measured. This banner may only be used if the bearer or his unit chooses Hold as their charge reaction. For this turn, any units charging the bearer or his unit reduce their maximum charge distance by D6+3 inches. Models with the Ethereal special rule are immune to the effects of this banner.
The Pennant of Eternal Death - 45pts
This banner warps the air, creating an illusion of legions of dead that will never die
The unit bearing this banner always count as outnumbering enemy units they charge, or are involved in combat with, regardless of actual unit strengths. This banner may not be taken by the
BSB
The Crystal of Geheiminsnacht - 40pts
The baleful glare of this cursed crystal scorches the eyes of those who look upon it.
When a magic missile, or missile weapon including war machines are targeted at the bearer, and/or the unit he is in, the bearer may use this item. The unit attempting to shoot must take a leadership test, which they cannot use their generals
Ld. If this is failed, they must target something else.
Swarm Banner - 40pts
This grotesque banner is made from the skins of slain enemies and has a permanent cloud of stinking flies surrounding it. These insects have diseased and rotting bodies that can infect and even kill men..
At the end of every turn roll D6 for every enemy model in btb contact with this unit. On a roll of 6, the model suffers one wound with no armour saves allowed.
Doomrider Banner - 40pts
The coldness that exudes from this banner temporarily freezes all who come in contact with it, allowing the rampaging dead to cut them down without mercy
One Use Only. Cavalry Only. Cannot be carried by the
BSB. At any point during the battle the bearer of this banner may activate its power. Providing the unit charges that turn, all their attacks automatically hit in the following combat phase. This includes the mounts attacks but does not any characters or their mounts that have joined the unit.
Warp Banner - 35pts
This standard covered with dreaded spells and warp stones can manipulate the winds of magic to it's owner's advantage
While bearer is not fleeing the bearer and unit he is with receive a Magic Resistance of (1)
If there is a friendly caster in BtB contact with the bearer, at any point during the magic phase they may choose to use the banner's warpstone. The caster gains +2PD for that magic phase only, however the banner looses its powers for the rest of the battle.
W'sorans shroud - 25pts
This tattered cloth was enchanted by Nagash to imprison W'soran and his acolytes while they were tortured, after there failure to overthrow Nehekara. It still echoes with their screams, which no creature can hear and not be afraid.
All units that are within 6" and are not undead suffer -1 to their
Ld. This also affects units with the Nagashi rule.