Legion of Nagash Magic Item Development - The Armoury

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Fair enough - changes made and added to first post. What do you think of these comments:

The Portrait of Corruption- 50pts.
....Either drop the points quite a bit and make it a One Use Only item or hike them up to 60-65. I could see this thing sniping Lords and BSBs like there's no tomorrow and it's much to powerful to have on a Hero.

I can see where you're coming from. The issue with making it One Use Only, it that it won't do anything if the Ld test is passed. So if we are going to do that it would need dropping to 20pts, or the rules of of it re-thought

The Gem of Souls - 40pts
........Ouch. Hike by major points. A 4+ save alone is around 35 points, and unlosable Frenzy is around 25. Drop the potency of the Ward or jump the value up by a lot.
Yeah, I think this was worded wrong. I think the wearer should have to charge as if they suffered from frenzy, but do not gain the benefits.

The Crystal of Geheiminsnacht - 20pts
....I'm alright with that, just make it a One Use Only item.
Hmmm, I would think it would be better to up to 30pts, and states it exhausts on on each use on a roll of 1 on a D6
 
Ok, so a huge bump on this one - I need input please!!

Please see the very first post where they are a list of magic items and commnet, we also need some new items, especially magic standards so post up your ideas.
 
I noticed the lack of banners, so how about this.

W'sorans shroud - 25pts
This tatterd cloth was enchanted by Nagash to imprison W'soran and his acolytes whicle they were tortured, after there failure to overthrow Nehekara. It still echoes with their screams, which no mortal can hear and not be afraid.

The unit with the banner causes Terror in all non-undead units. This includes any units in the same army without the undead rule. (eg cultists, nagashi infantry ect). Units that are immune to psycology remain unaffected.
 
It sounds interesting, though I'm not sure I like the idea of causing my own alive units to run away.

How about this banner always causes fear even in models that cause fear or terror themselves?
 
I understand what you mean, and it is a good idea. The only issue I see is that some people will not pay out for an item that could cause some of their own units to flee - unless we may it dirt cheap maybe.

Perhaps we could have it causing -1 Ld within 6", that also affects any friendly alive units?
 
Weapons

Blade of Souls - 100pts
Invisible to sight this blade cannot be stopped, no armour or talisman or magic can save against its power - If anyone can think of a better fluff description please post below
Does not allow saves of ANY kind (mundane, ward or regen). Wielder always wounds on 4+ or better, this takes precedence over any other magic items or abilities.

Cool weapon. Just needs clarification on what happens when it's in contact with an item that nullifies magical items, because of the last statement - does it stay or does it loose it's powers?

The Wraith Sword - 60pts
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.


I like the idea - on first sight I though it's too cheap, because terror is 25~30ish and no AS is always 50, but come to think of it no one ever takes these swords, so combining them in 1 and making it slightly more expensive than no AS sword is perfectly fine.


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.
Each model killed by the Dagger of Betrayal will make a single attack against the unit it belongs to, using its current equipment and profile. Any wounds inflicted in this manner do not count towards combat resolution. This weapon has no effect against models Immune to Psychology.


Usually no one takes such items (at least on the tourneys around here), because no matter what they do on paper, fighty characters always benefit better by adding str to their attacks, and most of the time ppl would take even Sword of Might above this.

Not that the idea is bad, but I'd do the following - make characters immune to it's effect, except champions (because heroes are loyal and stuff, like the way Empire characters don't get hate from Priests); Allow it to work on ITP - it's magic, immune or not it forces your "close to dead or already dead" body to strike and ADD the wounds caused that way to CR.

Maybe make it 50pts now, but I think that even 45 is fine, because what can a character do? he has 3-4 attacks probably 2-3 wounds against low tier unit that will hit themselves on 4+ and wound themselves on 4+, probably getting an AS out of it as well, producing like 1 wound per turn form the blade if you're lucky. Maybe even drop the cost?


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.



I also think that 15pts would be a more standard price for this item, but come to think of it IMO no one will take it anyway so leaving it @ 10 is fine


Armour

The Armour of Obsidian - 65pts
Heavy Armour. This black armour is fashioned from pure obsidian, providing total protection from those that would use magic against the bearer.
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)



For 65pts I'd allow the user to take magic items, but nerf the effect - instead of everyone in BtB, everyone that is attacking the user.


The Armour of Power - 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.



I don't really know how rituals work so I can't really comment on that, but it looks a little bit too powerful, despite nerfing the 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.



Looks fine if you make it "on foot" models only. Maybe even reduce cost to 55pts so that hero lvl can't take it.


Helm of the Lightning Dead - 40pts
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 magic armour. Also confers the ASF ability.



Looks very good, I only don't like the idea of combining it with other magical armor - that way you could take an enchanted shield that gives more AS than Full Plate!


The Shroud of the Liche - 25pts
This flowing cloak covers it wearer in darkness, making him virtually invisible
Light Armour. Confers a 5+ ward


Empire has absolutely the same Armor... and it costs 35pts, despite the fact that they have mundane full plate and this screws it up. I'd at least make it 30 if not 35 as well.


Enchanted Items

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


Looks very good


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.


Very good item again


Talismans

The Gem of Souls - 40pts
Trapped within defeated souls rage, crying for the blood of the living.
Grants 4+ ward. The bearer suffers from the negative effects of frenzy (must charge, must pursue/overrun), but does not gain any of the positive effects. They cannot every loose the negative effects.


Looks reasonable, but I think it won't be used much because of the Armor that allows you to improve ward save. Still a good item when going for a different build


The Crystal of Geheiminsnacht - 30pts
The baleful glare of this cursed crystal scorches the eyes of those who look upon it.
Character on Foot only. 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, or re-roll from BSB. If this is failed, they must target something else. Every time the powers of the Crystal are used roll 1D6. On a roll of one the powers are exhausted and the Crystal cannot be used for the rest of the battle.


Good idea, but needs to be cheaper - it doesn't screw up your opponent too much, after all he gets to choose another target, so he doesn't waste his shots and we cannot use it on weak fast or heavy cavalry.

I also can't understand the part with the BSB, he allows reroll only for units being broken in CC. Only Imperial Banner allows other rerolls and it costs 100pts.

Anyway, I'd remove the exhausting thing and make it 25pts so units that can take magic banners up to 25 can take this as well.


Magic Standards

Standard of Lifelessness - 100pts
This standard hungers for the life essence of its enemies. When in contact with hostile presences, a gaping vacuum opens above the bearer, draining his foes of their vitality. The larger their numbers, the stronger its appetite becomes.
All enemy units in base to base contact with the bearer of this banner lose their rank bonus. For each point of rank bonus they would normally accrue, they lose that many points when calculating combat resolution.


I think that it won't be used much. It IS too powerful against some enemies, but completely useless against most (elves, horde armies that loose anyway, any non-infantry unit of any army...)

I'd go with something like
100pts
"For every rank owner unit has, enemies within 6" get -1 Ld for the purpose of breaking."

Plain and simple if you win gives you an extra +3 CR no matter the enemy. Not only to you, but to other nearby combats as well. I was thinking for a permanent -Ld, but maybe it would be too powerful?

Daemons have 75pts 12" -2 Ld permanent. Maybe our make ours 125 and get a -3 Ld (for 3 ranks) on everyone within 8"?




Since I saw there is a lack of Banners, here goes:

Warp Banner - 35pts / maybe even 30 (prided there are units that can take up to 50 pts banner)

This standard covered with dreaded spells and warp stones can manipulate the winds of magic to it's owner's advantage

Magic Banner
While bearer is not fleeing, add +1 dispel dice during opponent's magic phase. In addition the bearer and unit he is with receive a Magic Resistance of (1)

Before rolling who goes first, but after deployment, you may revel this banner to your opponent and change it's effect.
If you do this, you loose all benefits mentioned thus far, but a wizard within the unit caring the banner can use it the same way as if he had a Power Stone (one use only of course)



I can make some more, but atm got to go.

Keep up the great work DoN!
 
Vic said:
Weapons
Cool weapon. Just needs clarification on what happens when it's in contact with an item that nullifies magical items, because of the last statement - does it stay or does it loose it's powers?

I have amended the wording to make it a bit clearer.


Dagger of Betrayal - 45 pts.......
.........Usually no one takes such items (at least on the tourneys around here), because no matter what they do on paper, fighty characters always benefit better by adding str to their attacks, and most of the time ppl would take even Sword of Might above this.

Not that the idea is bad, but I'd do the following - make characters immune to it's effect, except champions (because heroes are loyal and stuff, like the way Empire characters don't get hate from Priests); Allow it to work on ITP - it's magic, immune or not it forces your "close to dead or already dead" body to strike and ADD the wounds caused that way to CR.

Maybe make it 50pts now, but I think that even 45 is fine, because what can a character do? he has 3-4 attacks probably 2-3 wounds against low tier unit that will hit themselves on 4+ and wound themselves on 4+, probably getting an AS out of it as well, producing like 1 wound per turn form the blade if you're lucky. Maybe even drop the cost?

Hmmm. I can see what you mean - with the access to the other weapons why wound you take this one when you will only make maybe one person strike their own unit. Perhaps drop this weapon altogether? Unless someone can think of a way to make it usable?

Armour


The Armour of Obsidian - 65pts..................
............For 65pts I'd allow the user to take magic items, but nerf the effect - instead of everyone in BtB, everyone that is attacking the user.

I don't understand what you mean. It already affects everyone in BtB contact. I can't see how it's over-costed when it grants the bearer MR3 which is normally 50pts by itself, plus negates all the enemies magic items in BtB contact? I can see this being used quite well on a Dread Lord.


The Armour of Power - 65pts.........
............I don't really know how rituals work so I can't really comment on that, but it looks a little bit too powerful, despite nerfing the magic phase

It's not really. The Legion don't get access to such a PD base, no +2 PD power etc. They are also very limited to healing and raising through the rituals, so giving up a ritual for this armour is a very big deal. If anything the amour may be a tad to expensive for what some will actually get out of it.


The Armour of Stone - 60pts............
...........Looks fine if you make it "on foot" models only. Maybe even reduce cost to 55pts so that hero lvl can't take it.

It already states the model cannot be mounted xd


Helm of the Lightning Dead - 40pts.......
..........Looks very good, I only don't like the idea of combining it with other magical armor - that way you could take an enchanted shield that gives more AS than Full Plate!

True but to be fair that person would have then paid out 55pts for all that. Plus the Legion does not have any high armour save items, no items similar to the Flayed Hauberk, so this would actually not be abusing anything.

The Shroud of the Liche - 25pts.........
.............Empire has absolutely the same Armor... and it costs 35pts, despite the fact that they have mundane full plate and this screws it up. I'd at least make it 30 if not 35 as well.

Hmmm this seems to be interesting, as some armies do have such a ward save for the same amount of points. I suppose it depends on the army it works it. Probably for the Empire it costs more as they have such good mundane options. Nagash's Legion items however should show the intrinsic magic nature of the armour, and it some cases be a tad cheaper - in this case the same as the other magically powerful armies.

Talismans

The Crystal of Geheiminsnacht - 30pts...........
Good idea, but needs to be cheaper - it doesn't screw up your opponent too much, after all he gets to choose another target, so he doesn't waste his shots and we cannot use it on weak fast or heavy cavalry.
I also can't understand the part with the BSB, he allows reroll only for units being broken in CC. Only Imperial Banner allows other rerolls and it costs 100pts.
Anyway, I'd remove the exhausting thing and make it 25pts so units that can take magic banners up to 25 can take this as well.

I quite like this idea - so change it into a magical banner instead for 25pts?


Standard of Lifelessness - 100pts..........
I think that it won't be used much. It IS too powerful against some enemies, but completely useless against most (elves, horde armies that loose anyway, any non-infantry unit of any army...)

I'd go with something like
100pts
"For every rank owner unit has, enemies within 6" get -1 Ld for the purpose of breaking."

Plain and simple if you win gives you an extra +3 CR no matter the enemy. Not only to you, but to other nearby combats as well. I was thinking for a permanent -Ld, but maybe it would be too powerful?

Daemons have 75pts 12" -2 Ld permanent. Maybe our make ours 125 and get a -3 Ld (for 3 ranks) on everyone within 8"?

Again I really like this idea as well. Really effective and in theme of the army.

Since I saw there is a lack of Banners, here goes:

Warp Banner - 35pts / maybe even 30 (prided there are units that can take up to 50 pts banner)

This standard covered with dreaded spells and warp stones can manipulate the winds of magic to it's owner's advantage

Magic Banner
While bearer is not fleeing, add +1 dispel dice during opponent's magic phase. In addition the bearer and unit he is with receive a Magic Resistance of (1)

Before rolling who goes first, but after deployment, you may revel this banner to your opponent and change it's effect.
If you do this, you loose all benefits mentioned thus far, but a wizard within the unit caring the banner can use it the same way as if he had a Power Stone (one use only of course)

I like this idea also - but I would suggest that instead at any point during the magic phase a caster may choose use the warpstone. If this is chosen the banner looses its effects for the remainder of the battle, but the caster adds 2D6 tp his casting roll for one spell.

I would say that should cost 35pts

Keep up the great work DoN!

Thanks!
 
Disciple of Nagash said:
I understand what you mean, and it is a good idea. The only issue I see is that some people will not pay out for an item that could cause some of their own units to flee - unless we may it dirt cheap maybe.

Perhaps we could have it causing -1 Ld within 6", that also affects any friendly alive units?

Sounds fine, at least this way it wont be too big a gamble. My only concern is that (and forgive me if i'm wrong, its been a while since I read the thread) with undead crumbling due to combat res, this could inflict some serious hurt and not be worth it. Probably a good idea to really reduce the points, mebe 10-15?

And as far as I can tell, your working fine on the other items, so il leave them to you :thumb:
 

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