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"?