Magic Weapons
This blade of blue ice-steel is bound with such deadly spells that its touch will suck the soul out of its victim's body and freeze their heart.
Armour saving throws are not allowed against the Frostblade. Ward saves can be taken as normal. For every unsaved wound caused by this sword, the victim must take a Toughness test to resist its magic. If he fails, he is killed outright (remember that a 6 is always a failure). If the victim passes the test then he suffers damage from the blow as normal.
When the Black Are bites into flesh it leaves behind shards of black metal that slowly eat their way to the victim's heart.
Can't be chosen by Necrarch or Lahmian Vampires. The Black Axe of Krell is a Great Weapon and follows all the rules for normal Great Weapons. Also, any model which suffers 1 or more wounds from the Black Axe must roll a D6 at the start of both its own and its enemy's Magic phases for the rest of the game. On a roll of 1 or 2 it suffers 1 more wound with no armour save allowed (a Ward save can be taken as normal).
Every time the bearer of this heinous sword kills a living creature the blood splattered on the blade is absorbed and the life force of the victim is used to revitalise its Undead bearer.
Vampires only. For every model killed in close combat the wearer immediately regenerates one lost Wound. This cannot take the character's Wounds characteristic above its initial value.
The Sword of Unholy Power brims with magical power which may be drawn upon by a disciple of the black arts.
For each unsaved wound caused by the blade the player may immediately get a magic dice. This dice is added to his pile of Power or Dispel dice in the following Magic phase, (depending on whether it is his own turn or his enemy's).
This evil weapon entraps the souls of those it cleaves, binding their busks in servitude to the blade's master.
The full powers of this sword can be used only when the bearer has joined a unit of Skeletons or Zombies, otherwise it is treated as a magic weapon with no particular power. If the wielder slays a model with only 1 Wound on its starting profile with the Tomb Blade, then one Skeleton or Zombie is created in its place. Models created by the Tomb Blade are added to the unit which the bearer is in, armed exactly like the other rank-and-file models in the unit. The Victory points value of the unit is unaffected.
Exhumed from the sands of Khemri, this weapon found its way to the halls of Queen Neferata. Its arrows are like poisonous serpents which eagerly seek their target's heart.
Lahmian Vampires only. Range 24". The bearer can pick any target it can see (including a character/Champion in a unit, a war machine's crew, a chariot/monster rider etc), but if he uses this special ability he suffers a -1 to hit. Note that the normal -1 modifier for shooting at a single model does not apply (but other to hit modifiers do apply) and a character/Champion cannot benefit from the "Look Out, Sir!" rule. Hits are resolved at Strength 4 and count as Poisoned Attacks.
This accursed blade thirsts for the life force of its enemies.
Wight Lords only. This sword scores a Killing Blow on the result of a 5+.
Magic Armour
A product of ancient and twisted sorcery, this construct offers considerable protection to Undead wizards.
Gives a 5+ armour save and may be combined with other equipment. A Wizard can wear this armour without losing his ability to cast spells. When the wearer fails his first armour save (or if he's wounded by an attack against which he cannot take an armour save at all), the armour crumbles to dust and is destroyed, but the wound is ignored.
Carved with images of the screaming faces of tortured souls, this corrupt artefact constantly emits a chilling wail.
Gives a 6+ armour save and may be worn in addition to normal armour. The wearer also causes terror.
The design and dark red colour of this armour make the wearer disturbingly similar to a walking flayed body.
Can't be chosen by Necrarch or Lahmian Vampires. 1+ armour save. This cannot be improved by any means.
Bretonnian legends speak in contempt of these accursed shields which carry the symbol of the Black Grail and were used by the Unholy Knights at the Battle of Mousillon.
Can't be chosen by Necrarch or Lahmian Vampires. Gives a 6+ armour save and may be combined with other equipment normally. One enemy in base contact (bearer's choice) loses 1 Attack.
All Bretonnian Knights and Characters hate the model carrying the shield.
Talismans
An ancient heirloom of the twisted reigning house of Sylvania, this ring is known to make a Vampire carrying it almost impossible to kill.
Von Carstein Vampires only. The model has a 4+ Ward save and the Regeneration special rule.
The dark energies of this powerful item surround the wearer and deflect enemy spells and magic weapons.
The bearer has a 4+ Ward save against wounds caused by magic weapons, spells or indeed any form of magical attack. In addition, the ring confers Magic Resistance (1).
The bearer draws revitalising energies from the spirits imprisoned within the Crown, but at times their eternal wailing overpowers his mind.
4+ Ward save. The wearer is subject to stupidity (even if the model is normally Immune to Psychology).
This magic jewel has the power to draw a cloud of concealing darkness around the bearer.
5+ Ward save.
These ancient ornaments are capable of deflecting arrows, darts and bullets directed against the bearer.
3+ Ward save against missile fire of any kind (including hits from war machines, template attacks, magic missiles, etc).
An ancient relic from Nehekhara, this cursed gem is extremely dangerous for the bearer's opponents, but it is said that it will eventually be the undoing of its master.
One use only. When the wearer suffers its first wound in close combat, the gem is activated. Roll a dice. On a result of 2+, the wound is saved and rebounded on the model who caused it, with no armour saves allowed. On a result of 1, the wound is not saved and the bearer suffers 1 additional wound, with no amour saves allowed.
Arcane Items
A Power Familiar attracts raw magic power to its owner.
Can't be chosen by Blood Dragon Vampires. The Familiar adds one dice to both the Power dice and the Dispel dice pool of the bearer's side.
The Skull Staff constantly whispers to its bearer, revealing the secrets of magic.
At the beginning of the bearer's Magic phase, the enemy must reveal all magic items carried by each one of his models within 12" of the Skull Staff's bearer.
In addition, thanks to the wise advice of the skull, after the bearer has rolled on the Miscast Table, he can choose to re-roll the dice. The second result applies.
The Staff of Damnation contains a powerful spell that fills the Undead with renewed vigour.
Bound Spell, Power Level 4. The bearer can release the powers of the staff once in each of his Magic phases. All Undead units within 12" are affected by the Hellish Vigour spel.. Roll a D6 each time the Staff is used. On a roll of 1, the Staff is temporarily exhausted and can't be used again that battle.
A Warrior Familiar accompanies its master and fights to protect him. This magical bodyguard usually takes the form of a diminutive warrior or a tiny monstrous creature.
Can't be chosen by Blood Dragon Vampires. At the beginning of the Close Combat phase, before blows are struck, the Familiar inflicts one Strength 5 hit on a single model chosen by the Wizard from among those in base contact with him.
This terrible book is said to have belonged to Arkhan the Black, the greatest general of Nagash' armies in ancient Nehekhara. It still has the power to stir the Undead, filling them with unnatural vigour.
Bound Spell, Power Level 3. The bearer can release the Vanhel's Danse Macabre spell contained in the Book once per Magic phase like an ordinary spell. No power is necessary to cast the spell as the Book provides all the power required.
Roll a D6 each time the Book is used. On a result of 1 its powers are temporarily exhausted and the Book cannot be used again that battle.
This maleficent jewel has the power to trap the winds of Amethyst magic and accumulate them for its bearer, or his lord, to use.
The Periapt allows the bearer to save one unused Power dice or Dispel dice at the end of any Magic phase and store it, to add it to his side's dice pool in the next Magic phase.
A Spell Familiar memories a spell on its master's behalf, offering its master a better choice of deadly spells to unleash in battle.
Can't be chosen by Blood Dragon Vampires. The Familiar's owner knows one more spell than he is normally allowed. This does not increase his magic level.
Enchanted Items
This tome was written by the mad Necromancer Har'ak man, said to be the most depraved man to have ever lived. His vileness radiates from the Book, draining life and energy from all living beings.
All enemy models within 6" of the Book's bearer suffer a -1 penalty on their rolls to hit in close combat.
The Rod contains a sinister spell of destruction which takes the shape of a flaming skull that hurtles against the enemy with a loud and terrifying scream.
Bound Spell, Power Level 4. The bearer can cast the Rod's spell once in his Magic phase. The spell requires no Power dice to cast.
A flaming magic missile with a range of 24" and causing D3 Strength 4 hits spews from the staff. A unit taking at least one casualty must take a Panic test.
This cloak endows the wearer with ethereal form. Free from the bond of his material body, the Undead is free to move through solid matter like a ghost.
This item can be used only by models on foot. The wearer is Ethereal for the entire game. He may cast spells in this form, but cannot use missile weapons nor strike blows in close combat, except against other Ethereal creatures.
The touch of the Talon of Death leaves its victims as mere dried busks.
All enemy models in base contact with the bearer of the Talon of Death automatically suffer 1 Strength 5 hit at the end of each of the bearer's Movement phases.
If a character riding a monster/chariot is touching the bearer then both rider and the mount/chariot suffer 1 Strength 5 hit.
The Casket is said to contain the mummified band of the Supreme Lord of the Undead.
Bound Spell, Power Level 3. One use only. The Casket may cast its spell once during the battle. The spell requires no Power dice to cast; all the power required is provided by the Casket itself.
When the Casket's spell is cast, a model in base contact with the bearer (chosen by the bearer) suffers one wound. No armour save is allowed. If the wound is not saved, the victim must also take a Toughness test or die immediately, with no saves allowed whatsoever, not even Ward saves.
Magic Standards
Encrusted with the filth of ages the Hell Banner inspires horror in the hearts of all those who gaze upon it.
All models in the unit cause terror. Remember that all models in this unit will cause fear in fear-causing models.
The Undead warriors carrying this ancient icon of death are invigorated by its power and can rise again to rejoin the ranks after having been shot down by the enemy.
The unit has a 5+ Ward save against normal and magical missiles.
Wherever the fell banner of the von Carsteins flies, so too do Dire Wolves prowl and Fell Bats swarm.
Army of Sylvania only. This Banner grants Magic Resistance (2). In addition, any Vampire using either the Summon Bats or Summon Wolves Bloodline Power within 12" of this Banner will summon double the normal number of creatures (roll the dice and then double the score).
Woven from the wind and cold, the chill of this banner touches the hearts of those who stand against its bearers.
All Wights (Grave Guard, Black Knights and Wight Lords) in the unit carrying the Banner will hit the enemy on a 3+, regardless of relative Weapon Skills or any other modifier.
Even the bravest warriors tremble at the thought of fighting the unit carrying this terrifying banner.
Enemy units taking a Fear test caused by the unit carrying this Banner must roll one extra dice for their test and discard the one with the lowest result.
This banner makes the enemies see the Undead they are fighting as a numberless, unstoppable horde.
Treat the unit carrying the Banner as if it had 1D6 higher Unit Strength than it actually does. Roll each time you need to calculate the Unit Strength. The result applies only for that phase (Movement, Magic, etc) and you will have to roll again in other phases when needed.