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And this was posted by NecroNurgle on Warseer as he has got a copy of the army book. It is the complete Magic Items and Vampire Powers lists. I was going to add this to the other thread I started but I felt this deserved its own thread.
I have had to remove the points cost of the magic items and vampire as this is still the intellectual property of GW.
Frost Blade: Any model taking a wound is slain outright.
Dreadlance: Lance, attacks automatically hit.
Black Axe of Krell: Wight king only, greatweapon causes d3 wounds, any model not slain must pas a toughness test each round or suffer another wound.
Blood Drinker: Vampire Only, each unsaved wound heals a wound to the wielder or the unit they are in.
Skabscrath: Bearer causes terror
Sword of Kings: Gains killing blow, wightkings gain killing blow on 5+
Tomb Blade: If in unit of skeleton warriors each wound creates a new skeleton.
Balefire Spike: Lance, attacks are flaming.
Carstein Ring: The vampire is revive from slain once on a roll of 2+, if returned to life place model in the front rank of any friendly unit on the table. If there is no unit, the vampire is removed as a casualty.
Crown of the Damned: 4+ ward save bear subject to stupidity.
Wristbands of Black Gold: 3+ ward save against all ranged attacks. magic missles, templates etc.
Gem of Blood: One use only. On the first wound suffered in close combat, roll D6, on the roll of a 1 the bearer takes the wound and an extra wound, on 2+ the wound is rebounded onto the model that caused it with no armor save.
Skullstaff: +1 to casting and dispelling rolls.
Staff of Damnation: Bound Spell with Power 3. All friendly undead with in 12" make a single attack. roll a die each time it is used, breaks on a 1.
Book of Arkhan: Bound Spell with power 3. Casts Vanhel's Danse Macarbre, roll a die each time it is used, breaks on a 1.
Sceptre de Noirot: bearer raises d3+9 zombies with raise dead.
Crimson Gem of Lahmia: Vampires only, at anytime during the magic pahse the bearer may expend one wound to gain a power die.
Black Periapt: Allows bear to keep one unused power die or one unused dispel die and the end of the phase and add it to his side's power or dispel pool in the next phase.
Walach's Bloody Hauberk: Bearer gains a 4+ save that can be combined with other armour and also a 5+ ward.
Accursed Armour: Heavy Armor -3WS, -3I +1T.
Flayed Hauberk: 2+ save that cannot be improved.
Armor of Night: On foot only, Heavy Armor if wearer is on his own he at -2 to be shot at.
Nightshroud: Can be taken by Necromancers. Light Armor, attacker loses charging bonuses, loses ASF, and has their I reduced to 1.
Cadaverous Cuirass: Vampires only, Heavy Armor, killing blow and poison have no effect.
The Hand of Dust: Bound Spell with power 3. Inflicts 2d6 S5 hits to one unit in contact with bearer as shooting. Each time it is used roll a D6, on a 1 it breaks.
Rod of Flaming Death: Bound Spell with power 3. Magic missile d6 S4, 18" units suffing a casualty take panic check. With each use roll a D6, on a 1 it breaks.
Helm of Commandment: If wearer is not in combat one friendlt unit with in 12" may use bearer weapon skill.
The Cursed Book: One Use Only. For one round all attacks against bearer are WS 1.
Talisman of the Lycni: Vampire only. Vampire gains move 9.
Drakenhof Banner: Unit gains regeneration.
Flag of the Blood Keep: 4+ ward save vs any kind of shooting.
Banner of the Barrows: Grave Guard, Black Knights and Wightkings in the unit gain +1 to hit.
Screaming Banner: Roll extra die on fear checks made against unit discard lowest.
Royal Banner of Strigos: Unit hates all enemies
Icon of Vengance: Unit does not crumble when general dies.
Banner of the Dead Legion: Unit counts as having twice as many models as it actually does.
Cursed Pendant: Unit claiming banner after killing your unit take d6 st4 hits. If they hold onto the banner they take d3 str4 hits every turn. No saves. The banner may be dropped (losing victory points) to avoid the second effect.
Banner of Endless Nightmare: The unit may claim up to +4 combat resolution from ranks if they have the models.
Standard of Hellish Vigor: Unit can always march.
Standard of Everlasting Death: Suffer one fewer casualty from crumble on a 4+.
Banner of Hellfire: Unit has magical flaming attacks.
Spectral Horror: Ethereal, can take no magic items.
Ghoulkin: If joining a unit of ghouls the vampire and the ghoul unit can make a march move before the game starts.
Supernatural Terror: Cause Terror.
Master of the Dark Arts: Two extra power dice every phase.
Forbidden Lore: Know all spells from vampire lore or any other lore except life.
Dark Acolyte: Gain an extra magic level.
Flying Horror: The Vampire can Fly.
Infinite Hatred: Re-roll all missed To hit rolls.
Hunter in the Dark: Gain scout.
Red Fury: Each wound dealt generates an extra attack, these extra attacks cannot generate extra attacks. Cannot be combined with a great weapon.
Avatar of Death: Gain Heavy Armor and your choice of greatweapon, handweapon and shield or two handweapons.
Dread Knight: Gain lance, heavy armor, shield and a barded nightmare.
Aura of Dark Majesty: -1 to enemy leadership in 6" (cumulative).
Walking Death: +1 combat to the resolution.
Beguile: Select one model, may re-roll wounds against chosen model unless it passes a Ld test with -3 to the Ld.
The Master (Affects Invocation of Nehek)
Lord of the Dead: Raise skeltons beyond their starting number and add +1 to the casting roll.
Summon Creatures of the Night: Raise Dire wolves, Batswarms And Fell Bats beyond starting size and add +1 to the casting roll.
Summon Ghouls: Raise ghouls beyond starting size, and add +1 to the casting roll.
Last edited by Katie Drake; February 12th, 2008 at 16:42.
Thanks for spoting those Dan I will remove them now. Don't know how they escaped my attention anyway but its an easy fix.
This looks like a lot of fun really. I'm sure there will be some specific builds that will shine out for specific tasks, but it seems like you can also just go wild and make some interesting characters to go along with whatever model you deside to use. All my vampires are strigoi right now, I'll have to ponder what to do now that I have access to magic weapons, and magic weapons that might be worth using at that...
Thanks for this JVK.
Wow this looks like it will be really fun creating the fluff to go behind my army. The new VC army looks like it will be really customisable with the choice of magic items and special powers.
I guess I wont be missing my bloodlines as much as I first thought
All I can say is that a Vampire Lord on a Greater Nightmare with a Dreadlance, Cadavourous Cuirass and Red Fury is going to be hidiuously powerful. 5 strength 7 attacks on the charge that automatically hit and for every wound you cause you get a furthur attack that does not need to hit. Now that is phenominal killiness. ;o
Great so they’ve replaced my sword of unholy power with a wannabe skaven weapon.Skabscrath: Bearer causes terrorWow. Though I assume that only applies to models actually attacking the Necromancer.Nightshroud: Can be taken by Necromancers. Light Armor, attacker loses charging bonuses, loses ASF, and has their I reduced to 1.
On Banners: Why? Is there any need for 12 Banners?
Overall, I remain undecided. Though It looks like the new Army Book is shaping up nicely.
Veni Vidi Variant
I came, I saw, I got a different type of Leman Russ.
The spikey ones go faster.
98% of the teen population has smoked weed, the other 2% went straight to crack.
Saga of the Ages. Click it.
Rules for grenades are on page 72 of the rulebook.
Ah well. It does look like we've lost a lot of powers to gain some flexibility. But I want my old powers back! :C
Time to head back to the crypt and come up with some new plans, I think. It looks promising, I'm just going to have to work out how to use it all!
They sure do love there bound spells to fail on one's now
but failure of magic items is always fun
thanks for the list JvK
"your the sculpting tool i never had"