(Here's some new equipmnet Sanjay found) (I ran it throught a translator program since some was still in Geraman) Items are listed from most expensive to least expensive within their categories. ranging from around 100pts to 5pts in each section... Posted: Mon June 14, 2010 6:35 am Post subject: -------------------------------------------------- ------------------------------ magic item list from 8e: Magic Weapons Giant Blade Strength +3 at close combat Sword of bloodbath Bearer gains three attacks Obsidian blade Wounds with this weapon ignore armor saves Ogerblade Strength +2 at close combat Sword of strife Bearer gains two attacks Duel blade Weapon pair, bearer weapon skill has 10 Hero Killer Bearer gains 1 attack and strength for every character model that is in base contact with him or his unit. Bonus is calculated at the beginning of the every close combat Spellsteal blade If a wizard his wounded with this sword, he will lose one random spell for each wound Battle Kling Bearer gains an attack Sword of Power +1 Strength in close combat Berserker Sword Bearer gains frenzy and can never lose it Golden Seal Sword Attacks are done with initiative 10 Nimble blade Bonus of +1 to hit Tearing blade Attacks are armor piercing Relic Sword Attacks with this sword wound always on 5 +, or better if one would normally wound on a lower score. Screeching blade Bearer causes fear Sword of Anguish Monster or character that loses one or more wounds to this sword, will suffer from stupid Warrior Bane Monster or character that loses one or more wounds to this sword, will lose one attack (but will keep at least one attack) Magic Armour Arms of destiny Heavy armor, 4 + save was Rogue Helm Armour save is better by one, enemy has to re-roll successful wounds Silver Steel Armor 2 + Armour save, can not be further improved Armor of fortune Heavy armor, 5 + save was Helm of discord Armour save is better by one, enemy character model has to pass a leadership test, if it fails, it can not attack and will be automatically hit Glittering Scale Armor Light armor, combat foes hit chance is reduced by one in close Shield of Ptolos Buckler, 1 + armor save against missile attack (fire attacks) Zauberspruchshild Buckler, bearer gains magic resistance (1) Armor adventurer Heavy armor, 6 + save was Dragon Helm Armour save is better by 1, 2 + save against fire attacks was Enchanted Shield Buckler, Armour save is better by 2 Auspicious sign Buckler, only one use, first hit will be ignored by 2 + Talismans Talisman of preservation Bearer gains was 4 + save Big Obsidian Bearer gains magic resistance (3) Talisman of Stamina Bearer gains was 5 + save Obsidian amulet Bearer gains magic resistance (2) Dawnstone Bearer re-rolls missed armor saves Opalamulett Only one use, 4 + save against was first wound Obsidian Pendant Bearer gains magic resistance (1) Talisman of protection Bearer gains was save 6 + Seeds of rebirth Bearer gains 6 + regeneration Dragon stone curse Bearer gains was 2 + save against fire attacks Federrupfanhänger Bearer gain was 5 + save against models with rule "flying" Lucky Stone Only one use, Bearer can re-roll one missed armor save Magic Standards Standard of the desire to kill Unit can re-roll attacks Howling standard Unit causes horror Ranger Banner Unit gains' terrain knowledge?? " Blade standard Unit gains armor piercing War Banner +1 On combat outcome Banner of haste +1 On movement range Bone standard Magic resistance (1) Standard of Discipline +1 On leadership, but can not use the generals leadership Banner of the Eternal Flame Unit causes fire attacks Radiant flag Only one use, unit can re-roll first muffed (?) Leadership test Scarecrow Banner Unit causes fear on all units with "Fyling" Wizard Arcana Book of Ashur Bearer gains +1 on his spells and dispels Scroll of feedback Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell cast will be successful. But after resolving the effect spells, the player will roll one dice for every used power dice. For every 5 + the wizard will lose a wound, no armor saves are allowed Scroll of energy harvesting Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell cast will be successful. But after resolving the effect spells, the player wants to gain as many dices as dispel the wizard used power indices. Sivejir's curse role Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell cast will be successful. But after resolving the effect spells, the wizard will be a frog, if he is not able to roll one d6 below his magic level. All stats are reduced to one, only his wounds stay the same. He can not use his magic items etc or cast spells / dispels. The wizard can try to free himself in his own magic next turn on a 4 + Energy spell Only one use, every doubles will cause total loss of energy and control Pitch carbon wand Only one use, wizard can decide to use the staffs power after a successful spell casts to increase the score by rolling in additional d6. By that he can gain total energy and a loss of control Forbidden bar Only one use, at the beginning of his magic turn, the staff grants d6 dices energy. Bearer suffers d3 wounds, no armor saves are allowed Rogue fragment Only one use, one has to declare the use of it at the beginning of his magic turn, if an enemy wizard want to dispel a spell cast by this wizard, he will lose one wound on 5 +, no armor save allowed. Grounding rod Only one use, wizard can re-roll first loss of control Magic spell spell end Only one use, automatically dispels one spell Stone Energy Only one use, declare to use the stone before you cast a spell. Wizard can use two additional energy dices, but has to use at least one of the energy pool. Scepter of the stability Only one use, after rolling to one bane spell, you can roll in additional d6. Kanalisierungsstab Bearer gains +1 to channel additional energy or to dispel dice Spell of protection Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell cast will be successful. But after resolving the spells effect, the targeted unit gains a 4 + save for was caused wound. Enchanted Item Magic hat Level 2 mage, random magic lore, stupid Fozzriks collapsible fortress (a pocket-watch tower) When both armies have placed their stuff, you can place a watch tower. Rules are rules in the book Arabian carpet Infantry and monstrous infantry gain flying, can not join units Crown of the rule Bearer is relentless Potion (healing potion) Only one use, W6 gain lost health Flügelfluchreif (winged circlet curse??) Flying creatures and their riders have to re-roll successful hits against bearer unit Ruby Ring of Destruction Bound spell (energy level 3) Fireball The mask of horror IEK! Bearer causes horror. Other units are not allowed to use his leadership Stärketrank (strength potion) Only one use, +3 strength Widerstandstrank (toughness potion) Only one use, +3 toughness The other rogue shard All models in base contact (friend and foe) need to re-roll successful saves Iron curse icon 6 + was against machines was Potion of recklessness Only one use, immunity against psychology and "devastating attack" (killing attack?) Potion of speed Only one use, +3 initiative Regards, Sanjay
Wow that scroll of feedback could devastate a Slann or an enemy mage with all the big casting cost spells in 8th, and the Sivejir's curse could be devastating as well.
i realy like the sound of Blade standard () 45 pts Unit gains armor piercing hello TG unstopable unit + slann with d3+1/d6+2 healing
Yea I was thinking about combining that with Chief in and anchent steg, or a skrox unit... for armor piercing poison attacks.
So interesting idea I had, since it is not uncommon for a Old-Blood to be on a CO(so already subject to stupidity), would adding the Magic Hat to him be useful? He would essentially become dual purpose, and a pretty beefy wizard(who could get up into battle and ALSO let your slann channel MM through without being as fragile as a priest). EDIT: I meant Old-Blood instead of Scar-Vet
slann would be able to channel MM becouse he doesnt have special rule chanelling or something like that :/
Ahh yeah forgot about that (since all we have are skink priests too in my mind it just automatically had channelling as a lvl 2). Would still be a beefy mage, and a tough combat character. Weaken up your target with a cheap short range damage spell, then charge in to finish the job. And most of the lores look pretty viable, so the random lore shouldn't hurt to bad.
Well, the Slann is already a frog, so I don't think he'll mind... I like that lucky stone. You don't fail 2+ saves all too often, and a re-roll is nice even if it's one-use. Cheers!
I am seeing some prety interesting combos for our old blood here... Obsidian blade Wounds with this weapon ignore armor saves Rogue Helm Armour save is better by one, enemy has to re-roll successful wounds or Giant Blade Strength +3 at close combat Helm of discord Armour save is better by one, enemy character model has to pass a leadership test, if it fails, it can not attack and will be automatically hit Lucky Stone Only one use, Bearer can re-roll one missed armor save Enchanted shield Buckler, Armour save is better by 2
in 2500 i see a mid equiped slann + oldblood full equip. plus 4-5 full equip scar-veterans. going to be one hell of a block of units V- scar-veteran O- oldblood S- saurus with spears VVOVV SSSSS SSSSS SSSSS i doubt that in first CC round they will manage to kill anything of first line, and then a hell of blows are coming to them 2ranks of saurus with spears so 10/15 A and first line 21+ A!!!!!! with minimum S5 plus slann with lore of life healing them will be super. this is going to be the first list im trying defenetly Dont forget +2/+4 T!!!!!
LOL I like how it spells WOW Did you guys see the dual wield weapon tht gives us IN 10 !!! Definately a good weapon.
+2 attacks for 40pts? Oh come on, what's the point of the Scimitar any more then? Banner of +1Ld but can't use the general's Ld would be nice on TG
Well, pre-orders go up tomorrow, so we'll find out soon enough if these are true (I suspect they are, but some of the names will probably be translated into English).
Don't forget this rumor... "Stubborn units can use the general's leadership for break tests if within 12".
"Arms of destiny Heavy armor, 4 + save was " If that means 4+ ward save, this will be awesome for the Oldblood. Heavy armor, shield, and scaly skin gives 1+ armor, and then a 4+ ward would make a very hard Oldblood. Then just give him the obsidian blade or something. It's kind of funny how Lizardmen weapons are supposedly made of obsinite.. I guess that is different from obsidian, though I thought it was meant to be the same thing. If these magic items have decent costs to them, I think a lot of the older army books will be rejoicing as they finally get their hands on some decent items. My question on magic banners is this... say you put your slann bsb in temple guard unit and put the armor piercing banner on the TG and reroll attacks on the Slann... How insanely deadly is that unit? Strength 5 -3 to armor and rerolling attacks... what could stand up to them? Ranger banner on cold one cav sounds good, I think it will probably be the new "Strider" rule where they can ignore terrain. I think that banner will become a standard choice for cav units.
They were actually reasonably priced, but n810 edited out the points for the forum policy after a bit.
The question is of course how much the arms of destiny costed, somewhere along the lines of our Cold one Hide, no? I don't really remember. It would be great for my Carnosaur lord anyhow! With that sword of blood bath (+3 A) or the Obsidian Blade. Should put it to around 100-110pts of equipment, which is fair I guess. Cheers!