All Vampires may be given magic armour (including the Enchanted Shield). This replaces any similar items of mundane armour they possess through having the Avatar of Death or Dread Knight Vampiric Powers.
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 and freeze his heart.
If a model suffers one or more Wounds from the Frostblade (after saves, etc) they are slain outright and lose all remaining Wounds.
The chosen weapon of the infamous Vampire knight, Varison, this lance is uncannily accurate, said to find its target even in the dark of night.
Lance. Attacks with the Dreadlance hit automatically.
When the Black Axe bites into flesh it leaves behind shards that eat their way to the victim's heart.
Wight King only. Great weapon. The Black Axe does D3 Wounds. Any model wounded by the Black Axe but not slain must pass a Toughness test at the start of each of its subsequent turns or suffer an additional Wound.
Every time the bearer of this sword draws blood, the life force of the victim is used to revitalise the blade's master.
Vampires only. For each unsaved wound inflicted by the Blood Drinker, the wielder (or unit he is with) immediately regains a single Wound suffered earlier in the battle, as if Invocation of Nehek had been cast on them.
The legendary blade of Undead mercenary Ennio Mordini, Skabscrath continually emits the terrible screams of all those it has slain.
The bearer causes Terror.
This accursed and ageless blade thirsts for the souls of its enemies.
This weapon has the Killing Blow special rule. If given to a Wight King it scores a Killing Blow on a 5+
This evil weapon entraps the souls of those it cleaves, binding their fleshless remains in servitude to the blades' unliving wielder.
If the bearer is in a unit of Skeleton Warriors, for each model he slays in close combat an extra model is added to the unit following the rules given in the Invocation of Nehek spell. Newly created models are equipped the same as the rest of the unit.
When the Vampire hunters finally captured Mangari the Old, the butcher of Remasalia, they skewered the Undead lord with his own lance and burned him to dust. The lance endured where Mangari did not and still burns with the fires of his demise.
Magic Armour
Once belonging to one of the greatest slaughterers of all time, vile magic has fused the blood of Walach's victims into this armour's enchantments, providing a shielding aura made of the souls of the damned.
The wearer has a 4+ armour save that may be combined with steeds, shield, etc. Walach's Bloody Hauberk also confers a 5+ ward save.
Some strange flaw in the enchantment of this armour renders the wearer considerably more resilient whilst robbing them of dexterity.
Heavy armour. The wearer has +1 Toughness, but suffers -3 Weapon Skill and -3 Initiative.
This black-enamelled armour swathes the wearer in an impenetrable cloud of darkness.
Models on foot only. Heavy armour. As long as the wearer is on his own, enemies suffer a -2 to hit penalty when shooting at him
The design of this virulent crimson armour makes the wearer appear disturbingly similar to a flayed and abused cadaver.
The Flayed Hauberk grants the wearer a 2+ armour save that cannot be improved by any means (shield, mount and so on).
Tendrils of shadow entangle all those who would strike the wearer of this armour, grappling with their swordarms and slowing their attacks.
Necromancers may also wear the Nightshroud. Light armour. Enemy models wishing to attack the wearer lose all charging bonuses, lose the Always Strikes First rule (if they have it) and have their Initiative reduced to 1.
The Vampire's exposed heart is protected by a cage of enchanted gold.
Vampires only. Heavy armour. Killing Blow and/or Poisoned Attacks have no additional effect against the wearer.
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.
Vampires only. The first time the wearer of this ring is slain roll a D6 at the end of the phase. On a score of 2+ the vampire is immediately returned to 'life' with a single Wound. The returning model must be placed in the front rank of a friendly unit anywhere on the battlefield (even one in close combat). If there is no unit for the Vampire to join, it is removed as a casualty.
The bearer draws revitalising energies from the spirits imprisoned within the Crown, but at times their eternal wailing can be overpowering.
Grants the bearer a 4+ ward save, but the bearer is subject to Stupidity.
These ancient ornaments are capable of deflecting arrows, darts and even cannonballs directed against the bearer.
Grants the bearer a 3+ ward save against ranged attacks of any kind (including war machines, templates, magic missiles, etc).
An ancient relic of Nehekhara, this cursed gem is extremely dangerous for the bearer's opponents, but it it will eventually be the undoing of its master.
One use only. When the wearer suffers its first wound in close combat (before saves, Killing Blow, multiple Wounds, etc), the gem activates. Roll a dice. On a roll of a 1 the wearer suffers the Wound as normal, and an additional Wound with no armour save allowed. On a 2+ the Wound is saved, and is rebounded onto the model that caused it, with no armour save allowed.
Arcane Items
The Skull Staff constantly whispers to its bearer, revealing the secrets of the foes' magic and predicting the ebb and flow of the winds of magic.
The bearer receives + 1 to casting and dispelling rolls.
This gnarled oaken stave contains a powerful spell that fills the Undead with fresh vitality.
Bound Spell, Power Level 3. When the spell is successfully cast, friendly Undead models (and their mounts) within 12" of the bearer and in close combat each make a single attack. Any wounds caused are not counted for combat resolution in the subsequent Close Combat phase. Roll a dice each time the Staff of Damnation is used. On a 1, the power of the Staff is exhausted and it cannot be used again during the battle.
This terrible book is said to have belonged to Arkhan the Black, greatest of Nagash's generals. When its words are intoned, the Undead move with an unnatural vigour that defies belief.
Bound Spell, Power Level 3. This item casts the spell Vanhel's Danse Macabre. Roll a dice each time the Book of Arkhan is used. On a 1, its power is exhausted and cannot be used again during the battle.
A novitiate 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 raises D3 +9 Zombies with each successful casting of Raise Dead.
Nourished with tainted blood, this amulet protects the wielder from the fickle nature of the winds of magic
Vampires only. At any time in the Magic phase, the bearer may sacrifice a Wound to gain one power dice.
This maleficent jewel has the power to trap the winds of magic and accumulate them for its bearer.
The Black Periapt allows the bearer to save one of his own unused power dice or one of the army's unused dispel dice at the end of any Magic phase, and then add it to his side's power or dispel dice pool in the next Magic phase.
Enchanted Items
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 dry busks.
Bound Spell, Power Level 3. When successfully used, this item inflicts 2D6 Strength 5 hits on one unit in base contact with the bearer, distributed as shooting hits. Roll a dice each time the Hand is used. On a 1, the power is exhausted and it cannot be used again during the battle.
This rod contains a spell of fiery destruction that takes the shape of a shrieking skull as it hurtles incandescently towards the enemy.
Bound SpellSpell, Power Level 3. When used, this item casts a magic missile with a range of 18" that inflicts D6 Strength 4 hits. Any unit taking one or more wounds from this attack must immediately take a Panic test. Roll a dice each time the Rod of Flaming Death is used. On a 1, the power is exhausted and the Rod of Flaming Death cannot be used again during the battle.
An artefact of ancient Lamia, this corroded helmet can be used to infuse Undead servants with the wearer's sentience, making them formidable fighters.
If the wearer is not in combat, one friendly Undead unit within 12" (not mounts) may use his Weapon Skill instead of their own for that Close Combat phase.
This tome was written by the mad Necromancer Har'ak Iman, 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.
One use only. For one round of combat, enemy models are reduced to WS 1 when rolling to hit the bearer.
The energy of this amulet allows the bearer to unleash the power of the beast that lurks deep inside its soul.
Vampires only. A Vampire with the Talisman of the Lycni has a Movement value of 9.
Magic Standards
Unwilling to expend his power to endlessly replenish his armies, Count Vlad von Carstein had thrall Necromancers enchant his household standard to sustain his bodyguard.
All models in the unit have Regeneration.
The Blood Knights hold the same disdain for ranged weapons now as they did in mortal life, a disgust exemplified by the magic woven into this banner.
Grants the unit a 4+ ward save against ranged attacks of any kind (including war machines, templates, magic missiles, etc).
Woven from the wind and the cold, the chill of this banner touches the hearts of those who stand before it.
All Grave Guard, Black Knights and Wight Kings in the unit (not mounts) receive +1 to hit in close combat.
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.
Infused with the last magic of this vanished kingdom, this banner bestows a portion of the Strigoi's legendary hatred upon those who carry their colours.
All models in the unit Hate all enemies.
This banner makes enemies see the Undead they are fighting as a numberless, unstoppable horde.
Treat the unit carrying the banner as having twice the unit strength it actually does.
Dating back to Nagash's invasion of Sigmar's empire, this banner is infused with Dark Magic that binds the Undead to its location and fills them with strength.
The unit carrying this banner may add up to +4 to its combat resolution score for additional ranks, rather than the usual +3 bonus.
This banner was taken by the Undead from where it flew above the keep of Duke Maldred of Mousillon. Legends claim the curse of Mousillon goes with it and all who bear it suffer from constant ill-fortune.
If the enemy capture this standard they immediately suffer D6 Strength 4 hits, distributed as shooting hits. The unit also suffer an additional D6 Strength 3 hits at the start of each of its turns. The unit may abandon the Cursed Pennant at any time, in which case it suffers no further hits, but the standard is lost and so will not bestow any victory points for being captured.
Infused with Dark Magic, this standard sustains the power of the Undead even when their master has been slain.
The unit carrying this standard never takes casualties as a result of the general's death.
The insane Vampire Melkhior created this standard from the flayed skin of one of his Vampire acolytes. The Vampire's essence is still bound to the tattered rags of flesh and invigorates the Undead nearby.
The unit carrying the standard may make march moves, as if it were within 6" of a Vampire.
The magic of the Standard of Everlasting Death imbues the regiment with enduring Unlife.
If the unit with this standard loses a combat, roll a D6. On a 4+, the unit suffers one less casualty than normal.
The magic exuded from this banner enchants the weapons of its bearers so that they burn with a magical green fire.
All close combat attacks by models in the unit (not mounts) are magical flaming attacks.