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7th Ed. New Equipment for 8th.

Slann

n810

First Spawning
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(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:

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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 :D
 
Walgis said:
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 :D


Yea I was thinking about combining that with Chief in and anchent steg, or a skrox unit...
for armor piercing poison attacks. :mad:
 
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
 
Kurlin said:
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 :/
 
Walgis said:
Kurlin said:
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.
 
Kurlin said:
the Sivejir's curse could be devastating as well.
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 :D

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 :D
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 :D
Dont forget +2/+4 T!!!!!
 
LOL

I like how it spells WOW :D

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 :P
 
Wolf said:
+2 attacks for xxpts? 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 :P

Actualy that would be good on a Steg too... LD8 stubron... Oh Yea :)
 
I like the sound of Flügelfluchreif, and I mean that literally. It's a cool name.
 
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).
 
n810 said:
Wolf said:
+2 attacks for xxpts? 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 :P

Actualy that would be good on a Steg too... LD8 stubron... Oh Yea :)

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.
 
Caneghem said:
"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!
 
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