These magic items are unique to Vampire Counts armies. These can be purchased by models within a Vampire Counts army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook.
Magic Weapons
This blade of blue ice-steel is bound with such deadly spells that its merest touch will suck the soul from its victim's body.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | - | - |
Notes: Any enemy model that suffers one or more unsaved wounds from the Frostblade must immediately make a Toughness test. If this test is failed, they gain the Strike Last special rule and must reduce their Initiative characteristic to 1 for the remainder of the game.
This accursed blade of ancient and ageless design thirsts constantly for the souls of its wielder's enemies.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+1 | -1 | - |
Notes: The wielder of the Sword of Kings strikes a Killing Blow if they roll a natural 5 or 6 when making a roll To Wound, rather than the usual 6.
This long, slender blade greedily drinks the blood of its victims, their life force revitalising its master.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | -1 | - |
Notes: If the wielder of Blood Drinker causes one or more unsaved wounds during the Combat phase, they recover a single lost Wound.
Once wielded by an infamous Vampire knight, this lance is uncannily accurate, said to find its target even in the dark of night.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+2 | -2 | - |
Notes: Models whose troop type is cavalry or monster only. The Dreadlance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead. The wielder of the Dreadlance may re-roll any failed rolls To Hit made whilst using it.
Magic Armour
Stitched from the flesh of countless victims, the wearer of the Flayed Hauberk is enshrouded and protected by the souls of the damned.
The Flayed Hauberk is a suit of heavy armour which may be worn by a Wizard without penalty. In addition, its wearer has a 6+ Ward save against any wounds suffered.
Some strange flaw renders the wearer of this armour resilient beyond measure, yet robs them of dexterity.
Models whose troop type is infantry or cavalry only. The Accursed Armour is a suit of full plate armour. In addition, its wearer has a +1 modifier to their Toughness characteristic, but suffers a -1 modifier to their Weapon Skill and Initiative characteristics (to a minimum of 1).
Talismans
An ancient heirloom of the lords of Sylvania, this ring is known to make a Vampire carrying it almost impossible to kill.
Vampires only. Single use. When the wearer of the Von Carstein Ring loses their last Wound, roll a D6. On a roll of 2+, the Wound is not lost.
The wearer of the Crown of the Damned draws revitalising energies from the spirits imprisoned within it, but at times their eternal wailing can become overpowering.
The Crown of the Damned gives its wearer a 4+ Ward save against any wounds suffered. However, due to the wailing of the spirits trapped within the crown, its wearer is also subject to the Stupidity special rule.
Magic Standards
Woven from the wind and the cold, the chill of this banner touches the hearts of those who stand before it.
Wight Lord Battle Standard Bearer only. During the Combat phase, when a unit carrying the Banner of the Barrows makes a roll To Hit, a roll of 3+ is always a success, regardless of the target's Weapon Skill.
The infamous Count Vlad von Carstein had thrall Necromancers enchant his household standard to sustain his bodyguard.
If a unit carrying the Drakenhof Banner has the Regeneration (X+) special rule, it improves the armour value of its Regeneration save by 1.
Even the bravest warriors tremble in the presence of a haunted banner that wails a constant dirge.
When an enemy unit makes a Leadership test due to Fear caused by a unit carrying the Screaming Banner, it must roll an extra D6 and discard the lowest result.
The restless essence of the Vampire whose flesh was flayed to craft this banner invigorates the Undead nearby.
A unit carrying the Standard of Hellish Vigour gains the Reserve Move special rule.
Enchanted Items
This ancient and corroded helmet can be used to infuse Undead servants with the wearer's sentience, making them formidable fighters.
Necromancers and Wights only. During the Command sub-phase of their turn, this character may attempt to enhance the sentience of those around them by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains a +D3 modifier to their Weapon Skill characteristic (to a maximum of 10).
The severed hand of the Great Necromancer himself, the mere proximity of this withered appendage can drain all life and vitality from mortals, leaving them as desiccated husks.
Necromancers only. This model can cast the following Bound spell, with a Power Level of 2. Roll a D6 each time the Hand of Dust is used. On a roll of 1, it crumbles to dust and cannot be used again:
Type | |
Casting Value | 9+ |
Range | Combat |
The target enemy unit suffers 2D6 Strength 5 hits, each with an AP of -1.
This cloak frees the wearer from the bonds of their physical form, allowing them to move through solid matter like a ghost.
Necromancers whose troop type is infantry only. The wearer of the Cloak of Mist & Shadows gains the Ethereal special rule.
Arcane Items
Those who have carried the Sceptre have enjoyed the thrill of limitless power, but each of them paid a heavy price for the privilege.
The bearer of the Sceptre of Power may apply a + 1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the bearer suffers a single Strength 10 hit with an AP of -3 after the effects of the roll have been resolved.
Ogvold feverishly documented many arcane secrets over the years, hoping that this knowledge would serve the will of Chaos even after his demise.
Rather than randomly generating the spells they know, and regardless of their Level of Wizardry, the bearer of the Grimoire of Ogvold knows all seven spells from their chosen Lore of Magic (including the signature spell). However, they can only cast a number of spells equal to their Level of Wizardry per turn.
The Skull Staff constantly whispers to its bearer, revealing the secrets of their foes and predicting the ebb and flow of the Winds of Magic.
The bearer of the Skull Staff increases their Dispel range by 3" and, when attempting a Wizardly dispel, may apply a +1 modifier to their Dispel roll.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
The Necromancer de Noirot suffered a terrible demise when he invoked the power of this sceptre and raised more of the Undead than he could control.
The bearer of the Sceptre of de Noirot may attempt to resurrect the fallen by using the Invocation of Nehek special rule twice during their Command sub-phase (rather than the usual once). Roll a D6 each time the sceptre is used. On a roll of 1, the bearer loses a single Wound.
This ancient text is filled with the maddening scrawlings and forbidden knowledge of both daemonic and mortal sorcerers alike.
Models with the Mark of Chaos Undivided only. When generating their spells, the bearer of the Tome of the Dark Gods may discard any number of their randomly generated spells. For each spell they discard, they may select any spell from the Lore of Chaos as if they had the corresponding Mark of Chaos.
A spell familiar memorises a spell on its master's behalf, constantly rehearsing for its big moment until it is called upon to share its arcane knowledge.
0-1 per Wizard. The owner of a Spell Familiar knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.
Note that this does not increase the Wizard's Level.