Understand those Magic Spells, yours and the enemies' ...
Understand those RnF, yours and the enemies' ...
Understand those rules, yours and the enemies' ...

Lighten up with those Humor.

Warhammer Magic Items (Origial taken from)

  • Attack & Hit
  • Attack speed & Attack Movement
  • combat resolution
  • Luck & Misc.
  • Magic & Anti-Magic
  • Protection
  • Psychology
  • Strength & Toughness
  • Weapon Skill
  • Wound, Strength, & Kill
  • Combat Resulution
    ==================================================

  • Battle Banner,100,Standard,"+D6 combat resolution bonus"
  • Banner of Defiance,50,Standard,"Doubles rank bonus, may not pursue"
  • War Banner,25,Standard,"+1 combat resolution bonus"

    Magic and ANTI-MAGIC
    ============================

  • Amulet of Xapati,25,Wizard Arcana,"Spell cast at bearer/unit dispelled on 3+. If successfully dispelled bearer may cast a spell of his own for free, after which the magic phase is ended",Lizardman Slann Mage
  • Crystal of Malfleur,25,Wizard Arcana,"After magic cards are dealt both sides roll D6, if bearer's roll is higher he may see all enemy's cards. If roll is equal he may see one card",Bretonnia
  • Ring of Volans,25,Bound Spell,Contains 1 random battle spell which may be cast for free. One use only
  • Aldred's Casket of Sorcery,25,Enchanted Item,Steal/use enemy spell
  • Amulet of Fire,25,Enchanted Item,Dispels spell cast against bearer/unit on 4+
  • Banner of Sorcery,25,Standard,"Contains D6 magic cards usable by any friendly wizards within 12 inch"
  • Dispel Magic Scroll,25,Wizard Arcana,Auto-dispels enemy spell. One use only
  • Rod of Power,25,Wizard Arcana,"Stores up to 3 unused power cards. Beat number held on D6 to retain cards"
  • Morning Star of Fracasse,30,Weapon,+2 S bonus first round of combat. If bearer causes any wound on enemy it will destroy the enemy magic weapon on 4+,Bretonnia
  • Power Familiar,30,Wizard Arcana,"Stores 1 power card"
  • Power Scroll,30,Wizard Arcana,"Powers up one spell for free, one use only"
  • Seer Stone,35,Wizard Arcana,"Each extra power card extends a spell range by D6 inch",Skaven wizards
  • Skull of Katam,35,Wizard Arcana,"Cast spells for 1 power less, dies if Ld test is failed (-1 Ld if test is passed)",Chaos Sorcerers
  • Chalice of Chaos,35,Wizard Arcana,"Roll a D6 in magic phase; 1: turned to Chaos spawn, 2-3: enemy take one less magic card, 4-5: bearer take one extra magic card, 6: end magic phase",Chaos Sorcerer/Beastman Shaman
  • Chalice of Sorcery,35,Wizard Arcana,"Take 1 extra magic card, wounded on 6"
  • Destroy Magic Scroll,50,Wizard Arcana,Dispels enemy spell. On 4+, spell is destroyed. One use only"
  • Chaos Runeshield,50,Armour,Save 6+;negates effect of enemy magic weapon,Chaos
  • Wand of Jet,50,Wizard Arcana,"Cast spell for 1 less power, exhausted on 1 or 2"
  • Potion of Knowledge,50,Wizard Arcana,Cast spells for no power cost. Potion wears of on 1-2, on 1 wizard becomes stupid. One use only"
  • Spell Familiar,50,Wizard Arcana,Stores extra spell"
  • Book of Ashur,50,Wizard Arcana,Adds +1 to magic lvl of user (max. lvl 4), must use all spells from any one single spell deck"
  • Book of Secrets,50,Wizard Arcana,Cast spell for no power cost. D6 characteristic points penalty cost"
  • Banner of Arcane Protection,50,Standard,"Dispels enemy spell on 4+, Wizard/Daemon models touching unit suffer 1W in bearer's magic phase"
  • Chalice of Darkness,50,Enchanted Item,Remove D6 Winds of Magic card from each player; players without sufficient magic card must surrender spells (each spell inflicts W on 4+ on bearer),Chaos Dwarfs
  • Ring of Corin,50,Bound Spell,Select magic item within 12 inches and roll 2d6x10. If result is equal to or higher than PV of item it's destroyed
  • Spellshield,50,Armour,Save 6+; deflects power of enemy spell on 4+: 1 SD6 hit on wizard per power card in spell
  • Mork's War Banner,65,Standard,"Dispels spell on 4+, any wizard touching unit is killed, no save possible",Orcs and Goblins
  • Bird of Chotec,75,Enchanted Item,All high flying creatures are drive to the ground suffering D3W; as do their riders,Lizardmen
  • Liber Bubonicus,75,Enchanted Item,Wearer gains abilites of lvl 2 wizard; see card for spell choice,Skaven Plague Monks
  • Cloak of Shadows,75,Enchanted Item,Enemy must roll 6 to charge or shoot at wearer; enemy wizard must roll 5 or 6 to cast spell on wearer
  • Chaos Tomb Blade,75,Weapon,For each W inflicted bearer may take extra magic magic card,Chaos/Undead
  • Sacred Standard of the Horned Rat,75,Standard,"Ld 10, absorbs expended enemy power cards from spell cast on unit on 4+",Skaven
  • Sword of Unholy Power,75,Wizard Arcana,Cast Dark/Necromantic spell for free", Wizards with Dark or Necromantic spells
  • Destroyer,75,Weapon,Steals enemy magic item/spell on 4+ per hit,Dark Elves
  • Talisman of Hoeth,85,Enchanted Item,Wearer gains abilities of lvl 2 High Mage,High Elves
  • Banner of Arcane Warding,100,Standard,"Deflects enemy spell on 2+, redirects dispelled spell 4D6 inch on 4+"
  • Book of Nagash,100,Wizard Arcana,Adds +1 to lvl of Necromancer with necromantic spells",Undead - Necromancers
  • Talisman of Obsidian,100,Enchanted Item,Negates magic of any wizard in base-to-base (bearer may not be wizard); enemy spells auto-dispelled
  • Sword of Destruction,100,Weapon,No magic items in base-to-base works; bearer may have no other magic items; destroys 1 magic item per W caused
  • Blade of Cocacila,125,Weapon,Enemy in base-to-base may not cast spells; nor will magic items work. Wounded wizards lose their powers permanently. Destroys 1 magic item/wound inflicted,Lizardmen
  • Crown of Sorcery,125,Enchanted Item,Wearer gains abilities of lvl 3 Necromancer; must take Ld test each time he casts a spell; or miss a turn
  • War Crown of Saphery,125,Wizard Arcana,Makes High Elf mage lord lvl5", High Elf Mage Lord

    Speed of Attack and Movement
    ==================================================

  • Copper Sigil Sword,5,Weapon,+1I
  • Languisher Sword,10,Weapon,Each hit reduces victim's I by -1
  • Errantry Banner,10,Standard,"Enemy unit being charged cannot stand and shoot",Bretonnian Knights Errant
  • Bronze Sigil Sword,10,Weapon,+2I
  • Silver Sigil Sword,15,Weapon,+3I
  • Gold Sigil Sword,20,Weapon,I10
  • Helm of Many Eyes,25,Enchanted Item,Strike first in h-t-h,Chaos
  • Jaguar Standard,25,Standard,"Unit moves +D6 inch per turn. Three uses only",Lizardmen
  • Fiery Ring of Thori,25,Enchanted Item,Creates impenetrable flame barrier 6 inch in front of user/unit. One use only,Dwarfs
  • Sword of Swift Slaying,25,Weapon,Strikes first in h-t-h combat
  • Staff of Damnation,50,Wizard Arcana,Casts Vanhel's Danse Macabre on every Undead unit within 36 inch, exhausted on 1 or 2",Undead - Necromancer/Liche/Vampire
  • Cloak of Mists and Shadows,50,Wizard Arcana,Move up to 24 inch in movement phase. Cannot strike in close combat, but may cast spells. Bearer cannot be harmed by non-magic weapons"
  • Plaque of Dominion,50,Wizard Arcana,Bearer may cast one spell for free, which lasts for one turn. While spell lasts Lizardmen strike first in combat",Liz Slann Mage
  • The Orb of Thunder,50,Bound Spell,Prevents flyers from flying high; creatures already high may not descend. Remains in play. Three uses only
  • Storm Banner,100,Standard,"Models flying high scatter 3D6 inch from center of table, no troops may fly. All shooting ranges halved. Lasts until 6 is rolled at start of either players turn. One use only"

    ATTACKs & HITs
    ========================================================

  • Charmed Shield,5,Armour,Save 6+; discount first hit; one use only
  • Parrying Blade,20,Weapon,-1 enemy attack
  • Blade of Ensorcelled Iron,20,Weapon,+1 to hit
  • Cloak of Feathers,25,Enchanted Item,If wearer is in close combat he may move up to 24 inches before any side has struck or after making his attacks,Lizardman Saurus/Skink hero
  • Crimson Armour of Dargan,25,Armour,Save 4+; enemy must take Ld test to attack
  • Warpstone Amulet,25,Enchanted Item,Enemy must pass Ld test before striking or suffer -2 to hit/-2S,Skaven
  • Mad Cap mushroom,25,Enchanted Item,One fanatic causes D6 extra hits on first unit he contacts. One use only,Night Goblins
  • Whip of Agony,25,Enchanted Item,"Extra attack at start of h2h phase, hit enemy must pass Ld test to attack"
  • Blade of Leaping Copper,25,Weapon,+1Attack
  • Cursed Book,25,Enchanted Item,Living creatures within 6 inch -1 to hit,Undead/Chaos
  • Hail of Doom Arrow,25,Weapon,Splits into 3D6 S4 arrows in flight. One use only,Wood Elves
  • Doomrider Banner,25,Standard,"Skeleton horsemen auto-hit when charging",Undead
  • Sky Arrow of Naloer,30,Weapon,May be shot at creature flying high; +1 to hit. Arrow inflicts D6 S10 hits. One use only
  • Mace Tail +1 attack at S5
  • Many Arms Take extra weapon/shield for +1 attack/+1 save
  • Scorpion Tail +1 attack at S5, no armor save
  • Blade of Leaping Bronze+2 attack
  • Warrior Bane,35,Weapon,Each W reduces victims A by -1
  • Massive Horns +1 attack
  • Tress of Isoulde,35,Enchanted Item,Once per battle wearer hits on unmodified 2+ and wounds on unmodified 2+; no armour saves,Bretonnia
  • Spider Banner,35,Standard,Double all attacks in first h-t-h round,Orcs and Goblins - Forest Goblins
  • Bad Moon Banner,35,Standard,"Enemy shooting attacks -1 to hit, unit always strikes first in combat",Orcs and Goblins - Night Goblins
  • Ring of Darkness,40,Bound Spell,Enemy need to roll 6 to hit user (magic weapons not affected). Remains in play
  • Dragonblade lance,40,Weapon,+2 and auto-hit when charging. May elect to use special lance attack,High Elves
  • Skaven Warpscroll,50,Wizard Arcana, S3 hit on each model in enemy unit, causes panic test. One use only",Skaven
  • Skavenbrew,50,Enchanted Item,"Use before battle on unit. Roll D6: 6-double Move & Attack, roll D6 at end of each turn - on 1 unit suffers D6 wounds. 4-6 - subject to frenzy; 2-3 - hates non-skaven; 1 - no effect",Skaven
  • Blade of Leaping Bronze,50,Weapon,+2A
  • Dragon Blade,50,Weapon,Each hit=2 hits
  • Heart Seeker,50,Weapon,Reroll missed attacks
  • Sword of Justice,50,Weapon,Reroll missed attacks; only magic armour saves
  • Talisman of Ravensdark,50,Enchanted Item,Flying creatures must roll 6 to hit
  • Bow of Loren,50,Weapon,No. of shots=user's A. S of shots=user's S,High Elves/Wood Elves
  • Banner of Might,50,Standard,"+1 to hit in h-t-h combat"
  • Ruby Chalice,60,Enchanted Item,Starts to work when bearer/unit suffers wounds; enemy -1 to hit in h-t-h/-2 to hit shooting
  • Chaos Runesword of Grungni Ironheart,65,Weapon,+1WS; S & A. Undead/Chaos
  • Banner of Righteous Retribution,75,Standard,"Deflects enemy missiles D6x10 inch back against firers. Exhausted on 1 or 2",Bretonnia
  • Cloak of Shadows,75,Enchanted Item,Enemy must roll 6 to charge or shoot at wearer; enemy wizard must roll 5 or 6 to cast spell on wearer
  • The Silver Seal,75,Ward,Enemy h-t-h/missile attacks -1 to hit. Spells dispelled on 4+
  • Blade of Leaping Gold,75,Weapon,+3Attacks
  • Blade of Darting Steel,75,Weapon,Auto-hits
  • Armour of Brilliance,75,Armour,Save 3+; enemy -2 to hit
  • Hydra Sword,75,Weapon,Each hit=D6 hits
  • Sword of Teclis,100,Weapon,Auto-wound. D6 S6 hits once/battle.

    Weapon Skill (WS)
    =====================================================

  • Dark Sword,15,Weapon,Each W reduces victims WS & BS by -1, Chaos/Dark Elves
  • Relic Sword,15,Weapon,+1WS
  • Relic Sword +1 to WS
  • Tomb King's Crown,50,Enchanted Item,Undead models within 12 inches of the bearer may use his WS/BS as long as bearer is not in h-t-h,Undead - Mummy Tomb king
  • Chaos Runesword of Grungni Ironheart,65,Weapon,+1WS; S & A. Undead/Chaos
  • Blessed Sword,75,Weapon,WS10. May not be used by Orcs or gobbos
  • STRENGTH & Toughness
    ====================================================

  • Potion of Strength,10,Enchanted Item,+3S one turn. One use only
  • Sword of Might,20,Weapon,+1S
  • Hail of Doom Arrow,25,Weapon,Splits into 3D6 S4 arrows in flight. One use only,Wood Elves
  • Soul Blade,25,Weapon,Each W reduces victims S by -1,Chaos
  • Blood Drinker,25,Weapon,Each W reduces victims S by -1,Chaos/D.Elves
  • Morning Star of Fracasse,30,Weapon,+2 S bonus first round of combat. If bearer causes any wound on enemy it will destroy the enemy magic weapon on 4+,Bretonnia
  • Ogre Blade,40,Weapon,+2S
  • Storm-Daemon,25,Wizard Arcana,"+1S, bound spell causing D6 S5 hits allowing no armour save, exhausted on 1 or 2",Skaven Warlock Engineers
  • Bane Shield,25,Armour,Save 6+; each save inflicts S4 hit on attacker, High Elves
  • Heart of Woe,25,Enchanted Item,Explodes when bearer is slain. Hits at S+D6 radius=wearer's original Ws. 1W=D6W
  • Gork's War Banner,25,Standard,"Unit +1S when charging",Orcs and Goblins
  • Flail of Skull35,Weapon,2h, 1st hit +2S, W=2W v.s.living
  • Gauntlet of Bazhrakk the Cruel,35,Enchanted Item,Wearer +2S; on 1 to hit blow rebounds against friendly model,CD
  • Bands of Power,40,Bound Spell,Wearer x2S (max 10). 3 uses only,Skaven
  • Bow of Loren,50,Weapon,No. of shots=user's A. S of shots=user's S,High Elves/Wood Elves
  • Warpstorm Scroll,50,Wizard Arcana,"Creatures flying high suffer D6 S6 hits and are forced off the table, one use only",Skaven Wizards
  • Staff of Flaming Death,50,Wizard Arcana,"Range 24 inch. Flaming spell strikes first model/unit in it's path for D3 S4 hits, causes panic test if causing casualities"
  • Dark Mace of Death,50,Weapon,D3W on all models in b2b. One use only
  • Skaven Warpscroll,50,Wizard Arcana, S3 hit on each model in enemy unit, causes panic test. One use only",Skaven
  • Shadow Armour,50,Armour,Save 5+; move through obstacles/terrain without penalty; -1S on enemy attacks
  • Staff of Lightning,50,Wizard Arcana,"Range 24 inch. Bolt of Lightning causes D3 S6 hits, no armour saves, exhausted on 1 or 2"
  • Dagger of Sotek,50,Weapon,+1S; If Skaven unit is wouded it loses LD bonus from ranks,Lizardmen Skinks
  • Staff of Osiris,50,Wizard Arcana,"Range 18 inch. Enemy model takes 1S6 hit for D3W, no armour saves. If target is killed the bolt will continue, exhausted on 1 or 2", Wizards and Settra
  • Warpstone Armour,50,Armour,Save 4+ (unmodified); each save inflicts S3 hit on attacker,Skaven
  • Sword of Resilience,50,Weapon,+1T
  • Star Lance,60,Weapon,+3S and no armour saves when wielder charges
  • Pipes of Doom,75,Bound Spell,D6 S4 hits on cavalry unit; victims may not charge following turn
  • Giant Blade,80,Weapon,+3S
  • Deathsword,100,Weapon,S10
  • Sword of Heroes,60,Weapon,+3S to wound and D3W when opponent is T5+
  • Chaos Runesword of Grungni Ironheart,65,Weapon,+1WS; S & A. Undead/Chaos
  • Black Hammer of Hashut,70,Weapon,+2S; flammable targets auto-killed if wounded,Chaos Dwarfs
  • Black Hammer of Hashut,70,Weapon,+2S; flammable targets auto-killed if wounded,Chaos Dwarfs
  • Doomfire Ring,100,Bound Spell,Jet of flame causes 2D6 S3 hits; no armour saves. Three uses only
  • Sword of Unyielding,100,Weapon,+2T
  • Morgor the Mangler,125,Weapon,+1 WS; S & T. Always strikes first. No armour save except for magic armour,Orcs only (any kind)
  • Fellblade,135,Weapon,S10; 1W = D6W; roll D6 at end of turn; on 6 bearer suffers 1 wound that can't be saved,Skaven
  • Sword of Defiance,150,Weapon,+3 Toughness

    Wound, Save, and Kill
    ======================================================

  • Biting blade,10,Weapon,Extra -1 armour save
  • Blade of Slicing,20,Weapon,Extra -2 armour save
  • Many Arms Take extra weapon/shield for +1 attack/+1 save
  • Standard of Shielding,25,Standard,"+1 armour save"
  • Storm-Daemon,25,Wizard Arcana,"+1S, bound spell causing D6 S5 hits allowing no armour save, exhausted on 1 or 2",Skaven Warlock Engineers
  • Poison Wind Globes,25,Enchanted Item,2 inch diameter poison gas cloud. Victim suffers 1W on 4+; no armour saves,Skaven
  • Rending Sword,25,Weapon,Each W=2W
  • Banisher Sword,25,Weapon,1W=D3W vs Undead
  • Heart of Woe,25,Enchanted Item,Explodes when bearer is slain. Hits at S+D6 within radius equal to wearer's original wounds. 1W=D6W
  • Runefang,30,Weapon,No armour saves allowed; causes double wounds on Undead,Empire
  • Flail of Skull35,Weapon,2h, 1st hit +2S, W=2W v.s.living
  • Bone Blade,35,Weapon,1W=D3W
  • Tormentor Sword,40,Weapon,Wounded enemy subject to stupidity
  • Skull Wand of Kaloth,40,Wizard Arcana,"On successful hit victim must pass Ld test or die, no armour saves"
  • Chaos Runeblade,45,Weapon,1W=D3W; only magic armour saves,Chaos
  • Elf-biter - the Axe of Grom,50,Weapon, 1W=2W; no armour saves,Orcs & Goblins
  • Bane Head,50,Wizard Arcana,"On 5+, any wounds suffered by enemy character are doubled for length of game (if 5+ roll is failed, nominate another character and roll again)",Lizardmen Slann Mage
  • Bugman's Tankard,50,Enchanted Item,Bearer/unit heals 1W; max 1 use/turn; three uses only,Dwarfs
  • Executioner's Axe,50,Weapon,If 6 is rolled to hit victim is auto-killed. Only magic armour saves
  • Sword of Change,50,Weapon,Roll D6 for each W inflicted after the first; on 5+ victim is turned to Chaos Spawn (not if victim is killed),Chaos
  • Weeping Blade,50,Weapon,+1 to wound; -1 armour save; 1W=D6W,Skaven
  • Banner of Arcane Protection,50,Standard,"Dispels enemy spell on 4+, Wizard/Daemon models touching unit suffer 1W in bearer's magic phase"
  • Dwarf-Gouger,50,Weapon,-3 save; 1W=2W; wounds Dwarfs on 2+,Skaven
  • Golden Sceptre of Norgrim,50,Enchanted Item,Bearer/unit may add +1 to either M; S or armour save,Dwarfs
  • Black Amulet,50,Ward,Negates wound on 4+; rebounds saved wound in h-t-h combat (for each wound saved roll a D6; if it's a 1 the Amulet is destroyed)
  • Claw of Nagash,50,Bound Spell,Range 6 inches; victim suffers 2D6 minus T number of W; no armour save. One use only
  • Chaos Daemon Sword,65,Weapon,1W=D6W (on roll of 1 wounds is inflicted on wielder); only magic armour saves,Chaos
  • Brass Orb,65,Bound Spell,Small template; affected models must roll against I or be killed; no armour saves; remains in play. One use only,Skaven
  • Venom Sword,70,Weapon,1W=D6W
  • Black Hammer of Hashut,70,Weapon,+2S; flammable targets auto-killed if wounded,Chaos Dwarfs
  • Banner of Wrath,75,Standard,"Bound spell causing D6 S4 lightning bolts allowing no armour save. Range 24 inch"
  • Obsidian Blade,75,Weapon,Wounding hit destroys armour. Only magic armour saves
  • Skarsnik's Prodder,75,Bound Spell,Waaagh number of S4 blasts; no armour saves,Night Goblins
  • Talon of Death,100,Wizard Arcana,Living creature in base-to-base suffer 1 auto-wound each close combat phase, no armour saves",Undead - Necro/Liche/Vampire
  • The Blade of Couronne,100,Weapon,Undead within 3 inch suffer 1W. Bearer/unit immune to fear/terror caused by Undead,Bretonnia
  • The Hammer of Sigmar,100,Weapon,Auto-wound; only magic armour saves,Empire
  • Frostblade,100,Weapon,Unsaved wound will kill; only magic armour saves
  • Rod of Corruption,100,Enchanted Item,Victim rolls D6 vs T or is killed; no armour saves,Skaven Plague Monks
  • Staff of Nurgle,100,Bound Spell,Enemy model within 12 inches slain; no armour saves; runs out on 1 or 2,Chaos - Nurgle Sorcerer
  • Sword of Teclis,100,Weapon,Auto-wound. D6 S6 hits once/battle
  • Morgor the Mangler,125,Weapon,+1 WS; S & T. Always strikes first. No armour save except for magic armour,Orcs only (any kind)
  • Daemon Slayer,125,Weapon,Vs Daemons auto-wound and D3W. Vs other targets +3S to wound and D3W.
  • Dragon Slayer,125,Weapon,Vs Dragons auto-wound and D3W. Dragons must test fear to charge target. Vs other targets +3S to wound and D3W.
  • Gotrek's Axe,125,Weapon,Wounds on 2+; D3W (Dragons & Daemons D6W); only magic armour saves (with -3 save mod.),Dwarf Slayers
  • Hellfire Sword,125,Weapon,Auto-kills if wounded; Models in base-to-base with victim suffers S3 hit (bearer excluded)
  • Black Axe of Krell,125,Weapon,Wounded models roll D6 in magic phase; On 1-2 they take an extra wound,Undead/Chaos
  • Fellblade,135,Weapon,S10; 1W = D6W; roll D6 at end of turn; on 6 bearer suffers 1 wound that can't be saved,Skaven
  • Amber Amulet,25,Enchanted Item,Heals 1 lost wound at start of turn
  • Healing Potion,50,Enchanted Item,Heals all lost wounds. One use only
  • Skalm,50,Enchanted Item,Heals all lost wounds. One use only,Skaven

    Non-MAGE MAGIC

  • Chaos Tomb Blade,75,Weapon,For each W inflicted bearer may take extra magic card,Chaos/Undead only
  • Destroyer,75,Weapon,Steals enemy magic item/spell on 4+ per hit, Dark Elves only
  • Luck and MISC
    ==============================================================

  • Potion Sacré,5,Enchanted Item,Bearer may adjust one dice roll by +1 or -1,Bretonnia
  • Warpstone Charm,10,Enchanted Item,Reroll any one dice throw and add/deduct 1 from the result. One use only,Chaos/Skaven
  • Crown of Bretonnia,15,Enchanted Item,"+1 to one characteristic, determined before the battle (for details see card)",Bretonnian general only
  • Potion of Chaos,25,Enchanted Item,Roll D6: 1-3 - recover 1W; 4 - +1S; 5 - +2S; 6 - take Chaos Gift. One use only,Chaos
  • Van Horstmann's Speculum,35,Enchanted Item,When fighting a challenge swap WS; S & I of adversaries
  • Chaos Familiar,50,Wizard Arcana,+1 or -1 any one dice roll/turn,Chaos sorcerer
  • The Tomb Blade of Arkhan,50,Weapon,Slain models turned to skeletons,Undead - Necromancer/Liche/Vampire

    PROTECTION
    ============================================

  • The Jade Amulet,5,Ward,2+ special save for 1W only (doesn't work if wearer is killed). One use only.
  • Enchanted Shield,5,Armour,Save 5+
  • Magic War Paint,5,Armour,Save 3+ vs shooting/5+ vs h-t-h,Savage Orcs/Skaven/Forest Goblins/Wood Elves
  • Armour of Endurance,5,Armour,Save 5+;reroll failed save on 6+ (unmodified)
  • Chaos Armour,10,Armour,Save 4+; wizards may still cast spells,Chaos
  • Dragonhelm,10,Armour,Special save of 2+ vs. fire attacks.
  • Shield of Ptolos,10,Armour,Save 6+/1+ vs missile attacks
  • Armour of Fortune,15,Armour,Save 5+; reroll failed save on 5+ (unmodified)
  • Black Gem of Gnar,25,Enchanted Item,Wearer and attacker locked in time. One use only
  • Armour of Meteoric Iron,25,Armour,2+ armour save (includes shield)
  • The Carstein Ring,50,Enchanted Item,Restores slain Vampire to full wounds. One use only,Undead - Vampires
  • Armour of Protection,50,Armour,Save 5+; reroll failed save on 4+ (unmodified)
  • Warrior Familiar,25,Wizard Arcana,"Protects master from attackers, for stats see card"
  • Dawnstone,25,Ward,Reroll failed armour save
  • Vambraces of Lightning,25,Ward,4+ Special save vs missile hits of S5 or less
  • Golden Crown of Atrazar,50,Ward,Special save of 3+; roll a D6 if 2 or more wounds are saved at the same time: 1 or 2 and the Crown is destroyed

    Psychology
    =============================================================

  • Blood Banner,10,Standard,"Cold one Knights ignore Cold Ones' stupidity",Dark Elf Cold One Knights
  • Berserker Sword,10,Weapon,Immune to psychology; must charge into combat; will always pursue
  • Sword of Bork,10,Weapon,Units with bearer ignores first animosity failure,Orcs/Savage Orcs
  • Banner of Courage,25,Standard,"Re-roll break test"
  • Valorous Standard,35,Standard,"Roll 3D6 and pick the two lowest scores when making psychology test"
  • Golden Eye of Tzeentch,35,Wizard Arcana,"Transfixes enemy models in base-to-base unless they pass Ld test",Chaos Sorcerers - Tzeentch
  • Shrieking Blade,35,Weapon,Causes fear
  • Skabskrath,50,Weapon,Causes terror,Undead
  • Sword of Fortitude,50,Weapon,Bearer immune for fear; terror and panic
  • Banner of Doom,50,Standard,"Enemy units within 6 inch suffer -1 Ld penalty"
  • Collar of Zorga,50,Enchanted Item,Pass Ld test to take control of enemy monster in base-to-base,Orcs & Goblins
  • Crown of Command,50,Enchanted Item,Bearer Ld 10; unit led by bearer gain unmodified Ld 10
  • Daemon Steed,50,Enchanted Item,Has 3+ daemon save; rider causes fear; for stats see card,Chaos
  • Slaanesh's Sceptre of Domination,50,Enchanted Item,Enemy characters within 12 inch must pass Ld test or do nothing,Chaos - Slaanesh
  • Banner of Rage,50,Standard,"Unit subject to frenzy",Chaos - Khorne
  • Blasted Standard,50,Standard,"Bound spell causing 2D6 S6 hits on enemy unit within 8 inch. Survivords must take panic test. One use only",Chaos - Tzeentch
  • Dread Banner,50,Standard,"Unit causes fear"
  • Skaven Warpscroll,50,Wizard Arcana, S3 hit on each model in enemy unit, casulties causes panic test. One use only",Skaven
  • Rapturous Standard,50,Standard,"Unit immune to psychology and cannot be broken",Chaos - Slaanesh
  • Scarecrow Banner,50,Standard,"Causes terror in flyers, +D6 combat resolution bonus when fighting flyers"
  • Banner of the Lady of the Lake,75,Standard,"Enemy unit loses combat bonus from rear rankers. If carried by battle standard bearer any Knights may reroll failed break tests",Bretonnia
  • Horn of Urgok,75,Bound Spell,Enemy units in h2h combat within 24" must take panic test; fleeing friendly units within 24" rally immedeately. 3 uses only
  • Hell Banner,75,Standard,"Enemy units within 6 inch suffer -2 Ld penalty",Undead
  • ===================================================================================
  • =================================================================================== -------------------------------------
  • Amulet of Fire
  • Armour of Brilliance
  • Armour of Endurance
  • Armour of Fortune
  • Armour of Meteoric Iron
  • Armour of Protection
  • Banisher Sword
  • Banner of Arcane Protection
  • Banner of Arcane Warding
  • Banner of Courage
  • Banner of Doom
  • Banner of Might
  • Banner of Rage
  • Banner of Wrath
  • Battle Banner
  • Berserker Sword
  • Biting Blade
  • Blade of Leaping Bronze
  • Blade of Leaping Copper
  • Blade of Leaping Gold
  • Blade of Slicing
  • Blood Drinker
  • Bone Blade
  • Bronze Sigil Sword
  • Chalice of Sorcery
  • Chaos Armour
  • Copper Sigil Sword
  • Crown of Command
  • Crown of Sorcery
  • Dark Sword
  • Dawnstone
  • Deathsword
  • Destroyer
  • Destroy Magic Scroll
  • Dispel Magic Scroll
  • Doomfire Ring
  • Dragon Blade
  • Dragonhelm
  • Dread Banner
  • Enchanted Shield
  • Flail of Skull
  • Frost Blade
  • Giant Blade
  • Golden Eye of Tzeentch
  • Gold Sigil Sword
  • Gromril Blade
  • Hail of Doom Arrow
  • Healing Potion
  • Heart Seeker
  • Hell Banner
  • Hellfire Sword
  • Hydra Blade
  • Languisher Sword
  • Magic War Paint
  • Amulet of Fire ...... 25 points
    The Amulet of Fire protects its wearer from the effects of magical spells.
    If a spell is cast against the character wearing the Amulet of Fire, or against the unit he is with, then the Amulet will dispel the spell on a D6 roll of a 4 or more. However, the Amulet will only work once per magic phase - a second spell cast against the character cannot be countered by the Amulet.
    DISPELS ON 4+ ONCE PER MAGIC PHASE

    Armour of Brilliance ...... 75 points
    The first Brettonian King, Louis the Rash, commissioned the Dwarfs to make him a suit of armour more splendid than any other in the known world. The unmistakable sight of their king dressed in the dazzling gold and silver armour is a source of great inspiration for Brettonian knights in battle.
    The dazzling glare from the armour's polished plates makes it hard to look directly at the wearer. Foes attacking a character wearing the Armour of Brilliance suffer a -2 on their to hit roll. Shooting at the character incurs no extra penalties. The armour itself confers a saving throw of 3+ on a D6, and this includes a shield.
    ARMOUR & SHIELD, -2 TO HIT, 3+ SAVE.

    Armour of Endurance ...... 5 points
    Armour of Endurance is enchanted so that it is tougher and more enduring than ordinary armour.
    Armour of Endurance counts exactly as heavy armour - ie, a 5+ save on its own. It may be combined with shield/mount bonuses exactly like ordinary heavy armour. A character wearing this armour rolls to save as normal. If he fails his armour save he can immediately roll again, this time saving on a 6 but ignoring saving roll modifiers for the strenght of the attack. If the second roll fails, there are no further rolls and he is wounded.
    HEAVY ARMOUR, 5+ SAVE, REROLL SAVE ON UNMODIFY 6+

    Armour of Fortune ...... 15 points
    Armour of Fortune is fashioned with lucky emblems and enchanted runes to consecrate it and provide good fortune.
    Armour of Fortune counts exactly as heavy armour - ie, a 5+ save on its own. It may be combined with shield/mount bonuses exactly like ordinary heavy armour. A character wearing this armour rolls to save as normal. If he fails his armour save he can immediately roll again, this time saving on a 5 but ignoring saving roll modifiers for the strenght of the attack. If the second roll fails, there are no further rolls and he is wounded.
    HEAVY ARMOR, 5+ SAVE, REROLL SAVE ON UNMODIFY 5+

    Armour of Meteoric Iron ...... 25 points
    Cunningly wrought armour forged from meteoric iron and stamped with protective runes.
    A character wearing this potent magic armour and shield has a saving roll of 2+.
    2+ SAVE, CAN BE IMPROVED WITH MOUNT

    Armour of Protection ...... 50 points
    This armour is wrought with symbols of protection which make it almost impossible to penetrate.
    Armour of Fortune counts exactly as heavy armour - ie, a 5+ save on its own. It may be combined with shield/mount bonuses exactly like ordinary heavy armour. A character wearing this armour rolls to save as normal. If he fails his armour save he can immediately roll again, this time saving on a 4 but ignoring saving roll modifiers for the strenght of the attack. If the second roll fails, there are no further rolls and he is wounded.
    HEAVY ARMOR, REROLL SAVE ON UNMODIFY 4+

    The Axe of Grom ...... 50 points
    Grom the Paunch of the Misty Mountain is the greatest Goblin Chieftain of all time, and his infamous axe 'Elf-Biter' carries the bitter curses of the most powerfull Orc Shamans.
    Only an Orc or Goblin may wield the Axe of Grom. The axe screeches as it slices through the air, lopping off heads and limbs like corn. Any wounds caused are doubled, so the victim suffers two wounds instead of one.
    No armour saving throw is allowed for wounds caused by the Axe of Grom, as its blade is magically sharp and can cleave through steel like butter.
    W=2W., NO SAVE, MAY BE USED BY ORCS & GOBLINS ONLY

    Banisher Sword ...... 25 points
    A blade forged from the splintered bones of skeleton warriors over a fire of grave dust and inscribed with spells of banishment. It is potent against Undead - inflicting searing wounds on undead flesh and bone.
    A character using this weapon against an Undead opponent in close combat rolls to hit and wound as normal. Each wounding hit inflicts D3 wounds. No armour save is possible against these wounds. Against creatures that are not Undead the weapon still counts as magical but has no other special powers.
    EACH WOUND = D3 WOUNDS VERSUS UNDEAD

    Banner of Arcane Protection ...... 50 points
    A Banner of Arcane Protection has powerfull counterspells woven into it to attract the energy of hostile magic and dissipate it harmlessly.
    If a unit carrying the banner is attacked by a magic spell the standard dispels it on the D6 roll of a 4, 5 or 6. The banner may be used whenever a spell is cast on the unit, so it may be used several times during a turn. If the unit is affected by a spell which lasts a number of turns it can roll to dispel the spell each turn in the magic phase. Undead or Daemon models which are touching a unit carrying a Banner of Arcane Protection will suffer 1 wound on the roll of 4 or more on a D6 in the magic phase.
    SPELLS CAST ON BEARER/UNIT DISPELLED 4+; UNDEAD/DEAMON 1W ON 4+ IN MAGIC PHASE

    Banner of Arcane Warding ...... 100 points
    The banner of Arcane Warding is inscribed with sigils to twist magic aside and deflect it in unpredictable paths.
    The Banner of Arcane Warding works when a hostile spell is cast against any target withing 6"; of the banner. Roll a scatter dice, if a hit is rolled the spell defeats the power of the banner and works normally. If an arrow is rolled the spell is deflected 4D6"; in a straight line in the direction indicated by the arrow. The deflected spell passes over terrain features but will affect the first eligible target in its path providing it is more than 6" away from the banner.
    HOSTILE SPELLS WHITHIN 6" USE SCATTER DIE, HIT OR DEFLECTED ARROW DIRECTION 4D6"

    Banner of Courage ...... 25 points
    A hallowed and precious standard carried through uncounted battles with honour. It is woven with spells of fortitude and resilience so that the troops carrying it will seldom flee from combat.
    A Banner of Courage allows the unit carrying it to re-roll a failed break test assuming it is not otherwise allowed a re-roll (for the army's battle standard being within 12"; for example). Only one re-roll is permitted per turn.
    RE-ROLL BREAK TEST

    Banner of Doom ...... 50 points
    The Banner of Doom is carried by Undead troops and combines charnel horror with deathly magic.
    All enemy units/characters or other models within 6"; of the Banner of Doom suffer a -1 penalty on all leadership-based tests. For example, if the model normally tests on 7, it must test on 6.
    ENEMY -1 LEADERSHIP WITHIN 6", UNDEAD ONLY

    Banner of Might ...... 50 points
    The Banner of Might inspires those who fight under it to greater feats of valour.
    A unit carrying a Banner of Might may add +1 to all it's rolls to hit in hand to hand combat. So, for example, if a 4 is normally required the troops will hit on a 3; if a 3 is normally required the troops will hit on a 2.
    +1 TO HIT

    Banner of Rage ...... 50 points
    The Banner of Rage contains the bound souls of the most bloodthirsty of Khorne's servants. It radiates palpable waves of anger and lust for slaughter which beat upon the minds of those bearing it, driving them into a killing frenzy.
    A Khorne unit carrying the Banner of Rage becomes subject to the rules for frenzy as described in the Warhammer rulebook.
    FRENZY, CHAOS - KHORNE UNITS ONLY

    Banner of Wrath ...... 75 points
    This hallowed banner has been infused with power and can lash the enemy with bolts of pure energy.
    In the magic phase of each turn the Banner of Wrath can unleash a storm of D6 lightning bolts with a range of 24";. Each bolt strikes the first model in its path causing a S4 hit. These count as missile hits but the banner bearer can also unleash them against foes in base to base contact with him. No armour saving throw is possible against hits from the Banner of Wrath, even for magic armour.
    D6 S4, R24", LIGHTNING BOLTS LIKE MISSILE OR BASE CONTACT ATTACK MAGIC PHASE

    Battle Banner ...... 100 points
    The magic woven into the Battle Banner fills all those who fight under it with determination and valour.
    A Battle Banner adds an extra +D6 to the combat result of the side carrying it. Only one Battle Banner bonus can be applied to a side in a combat.
    +D6 COMBAT RESULT

    Berserker Sword ...... 10 points
    The Berserker Sword is bound with battlefury - when it is drwan it's wielder is filled with unquenchable battle lust.
    A character in possession of this weapon becomes immune to psychology of all kinds. He must always move as fast as he can towards the enemy and charge into combat at the first opportunity. He will always pursue fleeing opponents. However, a character carrying a Berserker Sword cannot lead units at all - he's far too busy trying to kill the enemy! Note that a character carrying a Berserker Sword does not double his number of attacks.
    BEARER IMMUNE TO PSYCHOLOGY, ALWAYS CHARGE AND PURSUE

    Biting Blade ...... 10 points
    A blade honed with dragon's teeth and bearing many potent spells of sharpness. Dragon's teeth contain powerfull magic and make the blade supernaturally keen.
    A character using this weapon in close combat causes wounds with an extra -1 saving throw modifier in addition to any saving throw modifiers for his strenght.
    -1 SAVE

    The Black Amulet ...... 50 points
    The Black Amulet is a lustrous polished stone of midnight hue engraved with a single glowing rune.
    The amulet will negate any wound suffered by the bearer on the D6 roll of 4, 5 or 6. In hand to hand combat any wound saved by the amulet is rebounded against the foe that struck it, inflicting a wound for each wound saved.
    No armour saving throw is permitted for wounds rebounded by the Black Amulet.
    4+ SAVE, REBOUNCE SAVED W. IN H2H, REBOUNCED W. NOT ALLOW ARMOR SAVE

    Blade of Darting Steel ...... 75 points
    A blade of purest steel forged in the time of the High Elves in the Old World. Its ancient sigils bind powerfull spells of destruction.
    A warrior using this weapon in close combat doesn't need to roll to hit his opponent. Each attack made with the weapon automatically hits, so simply proceed to roll to wound.
    AUTOMATIC HITS

    Blade of Ensorcelled Iron ...... 20 points
    A blade of pure iron tempered to the sound of arcane incarnations in ages past. The weapon's magic guides the hand of its wielder and makes it easier for him to strike his foes.
    A character using this weapon adds +1 to dice rolls to hit in close combat. So for example, if the character would normally hit his foe on 4+, he will instead hit on 3+.
    +1 TO HIT

    Blade of Leaping Bronze ...... 50 points
    Speed and uncanny swiftness characterises sorcerous blades made from copper alloys. A warrior armed with this blade attacks with the speed of lightning.
    A character using this blade gains +2 on his Attacks characteristic.
    +2 ATTACKS

    Blade of Leaping Copper ...... 25 points
    Although neither as sharp or strong as steel a copper blade may be made to carry the power of speed and swiftness.
    A character using this blade gains +1 on his Attacks characteristic.
    +1 ATTACK

    Blade of Leaping Gold ...... 75 points
    Gold is the most difficult metal to forge into a magic weapon, for the magic must overcome the metal's natural softness and weight. A golden blade may be enchanted with incredible speed of attack.
    A character using this blade gains +3 on his Attacks characteristic.
    +3 ATTACKS

    The Blade of Couronne ...... 100 points
    A purified weapon from the hallowed vaults of the Temple of Shallya in Couronne. This sanctified blade is steeped in the power of righteousness and is totally inimical to the forces of Undead.
    Any Undead creature within 3" of a character bearing the Holy Blade suffers 1 wound at the end of each BretoNnian movement phase from its aura of power. A character bearing the Holy Blade and the unit he is leading becomes immune to fear and terror caused by Undead.
    UNDEAD SUFFER 1 W. AT END OF BEAR'S MOVE, IMMUNE, BRETONNIA ONLY

    Blade of Sea Gold ...... 30 points
    A blade forged from gold wrenched from the depths of the sea and honed by the wind and waves. Gold os notoiously difficult to forge and only the most potent weapons can be made from it. Sea gold is the most prized of all.
    A character using this weapon in close combat causes wounds with an extra -3 saving throw modifier in addition to any saving throw modifiers for his strenght.
    -3 SAVE

    Blade of Slicing ...... 20 points
    This blade is honed with the teeth of an Ice Dragon - a creature that inhabits the biting cold Northland, whose fangs impart magical sharpness.
    A character using this weapon in close combat causes wounds with an extra -2 saving throw modifier in addition to any saving throw modifiers for his strenght.
    -2 SAVE

    The Blasted Standard ...... 50 points
    The Blasted Standard is riddled with the power of change, and its design shifts constantly throughout the battle. Energy and power growls through the standard, and when an enemy unit approaches closely the energy is unleashed in a fearsome roar.
    The Blasted Standard contains a magic spell which may be cast once per battle in any magic phase. The spell may be cast upon an enemy unit within 8";. The standard inflicts 2D6 S6 hits on the unit. The slain are hideously mutated and twisted by the raw power of Chaos, and any survivors must take an immidiate panic test.
    R. 8", 2D6 S6 HITS, PANIC TEST - TZEENTCH UNITS ONLY USE ONCE ONLY

    Blessed Sword ...... 75 points
    A blade of purest meteoric iron mixed with ground diamonds and carrying the blessing of a Dwarf runepriest. Such weapons are made under the supervision of Dwarf smiths in lands throughout the Old World.
    A character using this weapon in close combat has his weapon skill increased to 10, which is the maximum possible weapon skill. It means that he will become a superior fighter to virtually every opponent he's likely to encounter and thus can hit his foes more easily.
    W10 IN CLOSE COMBAT, MAY NOT BE USED BY ORCS OR GOBLINS

    Blood Drinker ...... 25 points
    The Blood Drinker is forged by evil sorcerers from Vampire's blood. It retains the Vampire's ability to drain sustenance from its victims.
    A character using this weapon in close combat rolls to hit and wound as normal. Each wound suffered also deducts -1 from the victim's Strenght for the rest of the game.
    VICTIM'S STRENGHT -1 PER W., CHAOS OR DARK ELF ONLY

    Bone Blade ...... 35 points
    A blade honed from the poisoned claws of a sea dragon and ensorcelled with runes of doom. Dragons of all kinds are magical creatures whose bones and scales can be used to make magic weapons.
    A character using this weapon in close combat rolls to hit and wound as normal. Any unsaved wounds inflict D3 wounds.
    Note, however that each attack is only against a single creature - so if the creature is killed any excess wounds are wasted.
    EACH WOUND = D3 WOUNDS

    The Book of Ashur ...... 50 points
    This ancient tome is purported to contain the knowledge of all the spells in the world. A wizard carrying it gains in magical accomplishment.
    A wizard character bearing the Book of Ashur gains one magic level up to a mazimum level of 4. The book connot raise the wizard's magic level to more than 4.
    The book's bearer can have spells from any single spell deck, not just the spells ususal for his race. However he must choose his spells all from the same deck. This even allows a human wizard to have Waaagh! spells, Skaven spells, and so on.
    +1 (max. 4) MAGE LVL, MUST CHOOSE ALL SPELLS FROM ANY SINGLE DECK,WIZARDS ONLY

    Bronze Sigil Sword ...... 10 points
    Bronze is an alloy of copper and like copper it can be enchanted to carry magic of speed and swiftness. A sigil of bronze enables a warrior to strike much more quickly.
    A character in possession of this weapon gains +2 to his initiative. So if it started off as 5 it becomes 7. He will be more likely to strike first in close combat.
    +2 INITIATIVE

    The Carstein Ring ...... 50 points
    The Carsteins were the most powerful of the Vampire Counts of Sylvania, and the Ring enables a Vampire to survive destruction.
    If the Ring's wearer is slain his spirit is not destroyed but drifts into the Realm of Chaos where it is revitalised. The Vampire may return to the battle immidiately. The model is replaced anywhere within 12" of the position where he was slain. All his wounds are recovered and any magic items, spells etc are returned. If a Vampire is leading an Undead army this means that his death does not destroy the army, and he may continue to fight as normal. The ring may only be used once per battle. If slain for a second time the Vampire cannot return.
    RESERECT WITHIN 12", VAMPIRE ONLY ONE USE ONLY

    Chalice of Sorcery ...... 35 points
    The Chalice of Sorcery bubbles with potent energies which can be used by a wizard to cast spells. However, there is price to be paid for such power. Every time the Chalice is used it sucks energy from the bearer to refill itself.
    The bearer of the Chalice of Sorcery may take 1 extra magic card after the magic cards have been dealt during the magic phase. The bearer does not have to take this extra card, it is entirely up to the player. If an extra card is taken roll a D6. On the score of a 6 the Chalice has drained so much vitality from the wizard that he loses one wound.
    MAY TAKE ONE EXTRA MAGIC CARD AT END OF MAGIC PHASE, ON 6 LOSE 1 W., WIZARDS ONLY

    Chaos Armour ...... 10 points
    Chaos Armour is the gift of a Chaos God to his devoted warriors - it is part of the warrior's body and cannot be removed.
    Chaos Armour may be worn instead of heavy or light armour and confers a save of 4+ on its own, 3+ with a shield, and so on. A Chaos Knight with a shield riding a barded Chaos Steed would therefore have a save of 1+, for example. However, a character may never have a saving throw better than 1+. A wizard may wear Chaos Armour without compromising his ability to cast magic spells.
    BODY ARMOUR, 4+ SAVE, MAGE OK TO CAST SPELL, CHAOS ONLY

    The Claw of Nagash ...... 50 points
    The Claw is the mummified hand of the dreaded Liche Lord Nagash, and contains a powerful spell. It may be used in the magic phase only.
    The bearer can use the Claw to drain the life fluids from any model within 6", leaving a shrivelled and desiccated corpse.
    To work out the number of wounds inflicted by the Claw when it hits, roll 2D6 and substract the victim's toughness. For example, a score of 7 against a victim who has a toughness of 4 means that 3 wounds are caused.
    No armour saving throw is allowed against the wounds inflicted by the Claw's terrible effects.
    R 6", 2D6 - TOUGHNESS Ws.,MAGIC PHASE ONLY, MAY BE USED ONCE

    Copper Sigil Sword ...... 5 points
    A light blade marked with a magical sigil of swiftness inscribed in copper inlay. Although it is rather a soft, light metal copper can be made to carry magical speed and swiftness. A warrior carrying a Copper Sigil Sword can strike can strike quickly against his foes.
    A character in possession of this weapon gains +1 to his intiative. So if it was originally 4, it becomes 5. He will be more likely to strike first in close combat.
    +1 INITIATIVE

    The Crimson Armour of Dargan ...... 25 points
    This mightily enchanted armour emits a searing heat which blinds and burns the foe.
    The Crimson Armour may be worn instead of light or heavy armour and confers a basic saving throw of 4+. This may be combined with shield, mounts and barding in the same way as other armour (eg. to give a 3+ save with shield). Before an enemy can strike blows against a character wearing the Armour he must overcome its brightness and heat. To do this the attacking model must take and pass a standard leadership test using its own leadership value. If succesful, the attacker may strike normally. If failed, the attacker may not strike any blows that turn.
    ARMOR, 4+ SAVE, ATTACKER MUST PASS OWN LD TO ATTACK

    Crown of Command ...... 50 points
    Anyone wearing the Crown of Command gains the authority and charisma of a mighty leader. This enables the character to fight bravely on his own, or to lead a unit of troops into combat.
    The wearer of the Crown of Command has a leadership value of 10 (ie the maximum). In hand to hand combat any break tests are always taken on a value of 10, even if normal combat results bonuses would otherwise reduce the value to less than 10. This makes the wearer of the Crown of Command very good at leading troops as any unin he commands will be extremely difficult to break.
    UNMODIFIED ? LEADERSHIP 10

    Crown of Sorcery ...... 50 points
    The Crown of Sorcery is an ancient relic which once belonged to the Liche Lord Nagash. It is said that those who wear it are assailed by shadows of the Liche Lord's own dark thoughts.
    The Crown of Sorcery enables its wearer to use magic just like a wizard, giving him the equivalent of magic level 3. Spells are selected in exactly the same way as for a Necromancer. Each time a spell is cast by a character wearing the Crown roll 2D6 to test against their Ld. If the test is failed the character is temporarily overwhelmed by dark, brooding thoughts and can do nothing until the next magic phase. If you are playing in a campaign roll a D6 after each battle. On a roll of 1 the character wearing the crwon is corrupted by it's power and disappears into the Northern Wastes seeking more dark knowledge.
    BECOME L3 NECRO.,AFTER CAST EACH SPELL ROLL 2D6 ON LD STUN TILL NEXT MAGIC PHASE

    The Dark Mace of Death ...... 50 points
    The Dark Mace of Death is made of black iron carved with evil runes, and contains a powerful and destructive curse.
    Thw wielder may release the curse once during a battle, when it is his turn to strike in hand-to-hand combat. The wielder raises the mace and releases a black energy blast which affects all models the wielder is touching, including any friendly models. All models affected take D3 wounds (ie, half the score of a D6: 1-2=1, 3-4=2, 5-6=3). No armour saving throw is permitted.
    The bearer may not make any attacks when he releases the mace's curse.
    ALL BASE CONTACT FRIEND/FOE RECEIVED D3 W. H2H, NO SAVE, ONE USE ONLY

    Dark Sword ...... 15 points
    A sword forged with spells of blinding and enfeeblement incanted in the dark tongue by an evil sorcerer. A foe struck by this weapon will be weakened.
    A character using this weapon in close combat rolls to hit and wound as normal. Each wound suffered also deducts -1 from the victim's Weapon Skill and Bow Skill for the rest of the game. Creatures whose WS or BS are reduced to 0 can no longer fight in close combat or use missile weapones. A character reduced to 0 WS or BS can still lead units. Monsters with 0 WS still cause fear, and so on.
    -1 VICTIM'S BS/WS CHAOS OR DARK ELF ONLY

    Dawnstone ...... 25 points
    Dawnstones date from the earliest days of mankind's rise in the Old World. They are enchanted magical artefacts of primordial power, and are allegedly capable of protecting their bearers from all harm.
    A character bearing a Dawnstone can re-roll any failed armour saving throws once. If the second roll also fails they take the wounds inflicted.
    RE-ROLL ARMOUR SAVE

    Deathsword ...... 100 points
    A Deathsword is forged with a magical flame of a Daemon such as a Flamer of Tzeentch. Such a weapon has tremendous strenght and a warrior wielding it becomes supernaturally strong.
    A character in possession of this weapon gains maximum strenght of 10. This means he will be stronger than any opponents he may encounter in close combat, and so is more likely to wound them.
    STRENGHT 10

    Destroyer ...... 75 points
    Destroyer is an awesome weapon forged with Dark Sorcery by the Witch King of Naggarond. It is ensorcelled to steal a foe's magic and turn it against them.
    If a character using Destroyer hits a foe which is carrying any magic items or able to cast spells Destroyer will steal their power on a roll of 4 or more on a D6. Take one spell card or magic item card at random from the enemy character. The character using Destroyer can use the newly gained power from now on until Destroyer steals another card. The previously held card must then be discarded in favour of the newly stolen power. Spells stolen by Destroyer can only be used if the character bearing Destroyer is a wizard.
    IF HIT THEN 4+ TO STEAL MAGIC ITEM/CARD RANDOM, SPELL WIZARD ONLY, DARK ELF ONLY

    Destroy Magic Scroll ...... 50 points
    This scroll of parchment contains an anti-magical enchantment so powerful that it may permanently destroy the spell of an enemy wizard. When an enemy casts a spell that affects the wizard or the unit he is with, the bearer may immidiately counter its effects by reading the Destroy Magic Scroll to release the spell written upon it. The enemy's spell does not work. In addition both players roll a D6. If the enemy spell caster's dice is equal or higher he may keep his spell and use it in subsequent turns as normal. If your dice score is highest the spell is destroyed and the enemy must discard the spell.
    IF CAST ON WIZARD/UNIT, AOTU DISPELL & BETTER D6 DESTROY CARD, WIZARD ONCE

    Dispel Magic Scroll ...... 25 points
    This scroll of parchment contains a powerful dispel - an anti-magic enchantment that may be used by a wizrda to cancel out the spell of another wizard.
    When an enemy casts a spell you may immidiatly counter its effects by reading the Dispel Magic Scroll to release the dispel written upon it. The dispel automatically stops the enemy's spell working. The Dispel Magic Scroll can only be used by a wizard, and only once. When you have used it, discard this card.
    AUTO DISPEL ANY SPELL, MAY BE USED ONLY ONCE AND ONLY BY A WIZARD

    Doomfire Ring ...... 100 points
    The Doomfire Ring is made of arcance sigils and set with a cluster of rubies. It may be used in the magic phase only.
    It contains a powerful fire spell which can be used three times during the battle before its power is exhausted.
    The wearer directs the gem towards his enemy and the air fills with roaring flames. The flames spurt up to 18"; and hit the first model in their path. The model sustains 3D6 strenght 3 hits.
    Resolve hits as normal, but no saving throw is allowed against the ring's magical fire.
    SPELL, R18", 3D6 S3 FLAME HIT, NO SAVE, MAGIC PHASE, MAY BE USED THREE TIMES

    Dragon Blade ...... 50 points
    A blade forged in the fiery breath of a red dragon and quenched in dragon's blood. Dragon's blood has many magical properties and a blade forged in it cuts deeply into anything it strikes.
    A Character using this weapon in close combat rolls to hit as normal. Each hit bites twice as deep so it counts as 2 hits. Roll to wound for each of the two hits.
    Note, however, that each attack is only against a single creature - so if the creature is killed any excess wounds are wasted.
    HIT = 2 HITS ON SINGLE TARGET

    Dragonhelm ...... 10 points
    A helm carved and shaped from the skull of a fire drake, plated with enchanted metals and polished with magical unguents.
    A character wearing a Dragonhelm has an extra saving throw of 2 or more on a D6 against fire attacks. This includes red dragon breath, Skaven firethrowers, fireballs and so on. This additional saving throw is not modified by the strenght of the attack.
    UNMODIFIED SAVE +2 VS FIRE

    Dread Banner ...... 50 points
    The Dread Banner is most horrible for the enemy to behold. The very fabric of it is riven with potent spells to inspire fear in the most stalwart enemy.
    A unit carrying this banner causes fear as described in the Warhammer rulebook. Because it causes fear the unit is unaffacted by fear itself.
    CAUSES FEAR

    Enchanted Shield ...... 5 points
    A finely-made shield enchanted and inscribed with protective sigils.
    An Enchanted Shield may be carried instead of a normal shield. In addition, a character carrying an Enchanted Shield gains a +1 bonus on armour saving rolls. Ie, he will save on a 5+ if equipped with the Enchanted Shield only. However a character may never have a saving throw better than 1+.
    SHIELD, 5+ SAVE

    Flail of Skulls ...... 30 points
    The Flail of Skulls is an ancient magic weapon crafted from the skulls of the fallen enemies
    The Flail is treated as flail in hand-to-hand combat. In addition, the jaws of the skull bit into the victim if they hit, tearing great lumps of flesh away as they are ripped free. Each wounding hit therefore causes 2 wounds against living opponents instead of one.
    2H WEAPON, FIRST ROUND S+2, 1 WOUND EQUAL 2 W

    Frost Blade ...... 100 points
    A blade of blue ice-steel, uncannily cold beyond enduring. A Frost Blade is bound with the deadly cold of the magical realm and its touch will freeze the heart of its victim.
    A character using this weapon in close combat rolls to hit and wound as normal. Any hits which inflict a wound kill the victim instantly. Normal armour is ineffective against the magic of a Frost Blade so only foes in magical armour get a saving roll.
    KILLS IF 1 WOUND CAUSED, MAGIC ARMOR SAVE ONLY

    Giant Blade ...... 80 points
    A Giant Blade is forged from the bones of a Giant and some of the mighty creature's strenght passes into its wielder.
    A character in possession of this weapon gains +3 to his strenght. So if it started off as 5 it becomes 8. This means he will be more likely to inflict a wound in close combat.
    +3 STRENGHT

    Golden Eye of Tzeentch ...... 35 points
    The Golden Eye of Tzeentch is an inticately carved golden talisman on which is inscribed mesmeric twisting shapes that seem to writhe and change. The Golden Eye may only be used by a Chaos Sorcerer of Tzeentch.
    The Golden Eye affects all enemy models in base contact with the Sorcerer. Any such models take a leadership test at the start of each hand to hand combat phase before blows are struck. If they pass this test (ie roll equal or less than their Ld on 2D6) then they may fight as normal. If they fail then are transfixed and cannot fight. Not only can they not attack, but all blows struck against them automatically hit. This effect lasts until the following hand to hand combat phase when a further test is made.
    VICTIM 2D6 LD, IF FAIL, AUTO HIT & NO ATTACK, CHAOS SORCERERS OF TZEENTCH ONLY

    The Golden Helm of Atrazar ...... 50 points
    This golden helm radiates a protective aura of glittering energy around its wearer.
    Should the wearer suffer one or more wounds the aura will absorb and negate each wound on the D6 roll of a 3, 4, 5 or 6. Roll 1 dice per wound caused.
    Note that this isn't a normal armour saving throw, sa saving throw modifiers do not apply.
    NOT ARMOR SAVE, SO UNMODIGY 3+ SAVE PER W. H2H ONLY ?

    Gold Sigil Sword ...... 20 points
    A golden blade marked with a magical sigil of swiftness inscribed in copper inlay. Gold is difficult to forge into a weapon, as the magic must compensate for the metal's natural softness and weight. Despite this, the best weapons are the ones made from this noble metal, and a Gold Sigil Sword incorporates copper runes which confer incredible speed. The bearer of this sword strikes as fast as lightning.
    A character in possession of this weapon gains a maximum initiative level of 10. He becomes an amazingly agile fighter. He will be more likely to strike before most opponentshe encounters in close combat.
    INITIATIVE 10

    Gromril Blade ...... 50 points
    A blade forged of iron shards stolen from a still-smoking meteorite. This metal can be worked by Dwarf smiths to make their most potent magic weapons. Such weapons pass into the hand of many races but cannot be used by the Dwarfs' enemies.
    A character using this weapon in close combat causes wounds which cannot be turned aside by armour unless the armour itself is magical. In the case of magic armour remember to discount any pieces which aren't magical like shields, barding, etc, and to deduct the character's own saving throw modifier for his strenght.
    MAGICAL ARMOUR SAVE ONLY, MAY NOT BE USED BY ORCS OR GOBLINS

    Hail of Doom Arrow ...... 25 points
    A Hail of Doom Arrow is created by magically twisting together a number of enchanted shafts so that they split apart into a cloud of whistling death in flight.
    When a Hail of Doom Arrow is fired it splits into 3D6 arrows in flight. Roll for each arrow to hit as normal using the characters BS. The arrows themselves count as magical and have a Strenght of 4. Discard this card after use.
    3D6 MISSILE ATTACKs WITH S4, WOOD ELVES ONLY ONE USE ONLY

    The Hammer of Sigmar ...... 100 points
    The Hammer of Sigmar is a mighty weapon traditionally carried by the Emperor himself. The hammer belonged to Sigmar, and when it strikes the righteous power of the God Sigmar flows into it with a flash of raw magic.
    A character wielding the Hammer rolls to hit normally but any hits scored wound automatically, without needing to roll against the victim's toughness. Normal armour cannot protect against the Hammer of Sigmar so no armour saving rolls are allowed unless the victim is wearing magic armour. Magic Armour saves as normal.
    IGNORE TOUGHNESS, MAGIC ARMOR SAVE ONLY, EMPIRE ONLY

    Healing Potion ...... 50 points
    A potion of wyrmwood bark and powdered Unicorn horn, mixed in a golden bowl at the winter equinox.
    A character equipped with a Healing Potion can drink it any time except during the hand to hand combat phase. You must wait until all combat has been resolved before using the Healing Potion. The character is immidiatly restored to his full quota of wounds. Discard this card afetr use.
    DRINK ANYTIME AFTER COMBAT RESULVED, RESTORES ALL WOUNDS ONE USE ONLY

    The Heart of Woe ...... 25 points
    The Heart of Woe is a huge red ruby that beats like a crystal heart. Should the bearer of the Heart of Woe be slain the crystal into thousand of pieces, slaying all those close by.
    If the bearer of the Heart of Woe is slain it explodes into thousands of tiny deadly fragments. All models within a radius equal to the bearer's original number of wounds each sustain an automatic hit with a strenght equal to the bearer's strength + D6. Any wound inflicted causes not 1 wound but D6 wounds. Normal saving throws apply.
    RADIUS = WEARER'S W., AUTO HIT S=WEARER's S+D6, W=D6 W.

    Heart Seeker ...... 50 points
    A blade forged in burning bloodlust which twists to strike at the foe with a willl of its own. Its wielder is incensed with battle fury, redoubling his attacks.
    A character using this weapon can re-roll any of his attacks which miss in hand to hand combat. However, only one reroll is permitted for each attack, so the second roll counts regardless of wether it hits or misses.
    REROLL ATTACKS

    Hell Banner ...... 75 points
    Encrusted with the filth of age, the Hell Banner incites horror and magical dread in all who gaze opun it.
    All enemy units/characters or other models within 6" of the Hell Banner suffer a -2 penalty on all leadership-based tests. For example, if the model normally tests on 7, it must test on 5.
    ENEMY -2 LEADERSHIP UNDEAD ONLY

    Hellfire Sword ...... 125 points
    A blade quenched in a pool of liquid fire so that the heat of its forging is never lost. Instead it is released into the blade's victim when a blow is struck.
    When used in close combat roll to hit and wound as normal. If a wound is scored, the victim is immidiatly consumed in a burst of flame and slain outright. The user of the weapon is magically unharmed, but all other models in contact with the victim, friend or foe alike, will suffer 1 strenght 3 hit from the blast.
    H2H, WOUNDED VICTIM IS SLAIN, BLAST CONTACTED MODELS 1 S3 HIT

    The Horn of Urgok ...... 75 points
    The Horn of Urgok is a twisted ram's horn with bands of rune encrusted red copper, and contains a potent spell. It may be used in the magic phase only.
    When it is winded, a piercing blast echoes over the battlefield. All units within 24"; are affected. Friends hearing this note are filled with courage, while enemies suffer a feeling of dread and doom.
    All enemy units engaged in hand-to-hand combat must take a panic test immidiately. If they fail they are broken and msut flee directly away from combat.
    All friendly units fleeing automatically rally, and may act normally in the next turn.
    ALL H2H VICTIMs PANIC TEST, FRIEND AUTO RALLY, MAY BE USED THREE TIMES

    Hydra Blade ...... 75 points
    A sword made from the iron scales of a hydra's tail and quenched in hydra blood. The magical properties of hydras are legendary and a blade forged with hydra scales will bite through flesh and bone with uncanny ease.
    A character using this weapon in close combat rolls to hit for each of his attacks as normal. Each attack which hits multiplies into D6 hits, roll to wound for each one. Note, however, that each attack is against a single creature - so if the creature is killed any excess wounds are wasted.
    EACH HIT = D6 HITS

    Languisher Sword ...... 10 points
    A blade forged of broken swords according to a wasting dream spell recited by a sorcerer. When it strikes home its victim becomes slow and sluggish.
    A character using this weapon rolls to hit and wound as normal. Each wound suffered also deducts -1 from the victim's Initiative for the rest of the game.
    VICTIM'S INITIATIVE -1

    Magic War Paint ...... 5 points
    Protective designs and mystic symbols are tattooed or painted onto the bare flesh of the bearer with pigments distilled from the blood of powerful foes.
    A character wearing Magic War Paint gains a saving throw of 3 or more on a D6 against missile weapons and 5 or more against close combat attacks. The War Paint only works if the character using it is wearing no other armour.
    3+ VS MISSILE, 5+ VS WEAPON; SAVAGE ORCS, SKAVEN, FOREST GOBLINS & WOOD ELVES ONLY

    Obsidian Blade ...... 75 points
    A blade carved from volcanic crystal. The Obsidian Blade is black and its surface dark and glassy.
    A character using this weapon in close combat rolls to hit and wound as normal. If a wound is scored the victim gets no armour save and in addition to suffering a wound the blow destroys the victims armour. This means that he will lose all subsequent chances to save and counts as unarmoured for the rest of the battle. A foe in magic armour saves as normal but remember to discount any pieces which aren't magical like shields, barding, etc, and to deduct the character's own saving throw modifier for its strength. Magic Armour which fails its saving throw against the Obsidian Blade is destroyed.
    MAGIC ARMOUR SAVE ONLY, IF WOUNDED DESTROY NORMAL ARMOR,

    Ogre Blade ...... 40 points
    An Ogre Blade is forged with Ogre bone which is incredible hard and strong. A warrior carrying an Ogre Blade becomes as strong as an Ogre.
    A character in possession of this weapon gains +2 to his strenght. So if it started off as 5 it becomes 7. This means he will be more likely to inflict a wound in close combat.
    +2 STRENGHT

    The Orb of Thunder ...... 50 points
    When the spell contained in the Orb of Thunder is released the sky darkens and a pall of black thunder clouds covers the battlefield. The upper reaches of the sky are thrown in turmoil, and the clouds form a barrier to flying creatures.
    When the Orb's spell is cast the roiling layer of magical storm cloud makes it impossible for flying creatures to fly high into the air. They may fly over the battlefield normally but are prevented from rising above it. Creatures already flying high above the battlefield will be unable to descend while the Orb of Thunder is effective. The spell lasts until it is dispelled. The Orb has a limited amount of power stored within it, and its spell may only be cast a maximum of three times during a battle.
    FLYER CANNOT FLY HIGH OR DECEND, LAST UNTIL DISPEL, THREE USEs ONLY

    Parrying Blade ...... 20 points
    A fine steel blade enchanted, polished and inscribed with the tricks of combat by a weapons master. Such a blade appears to almost read the mind of its opponent - anticipating every move.
    A character using this sword automatically stops one of his opponents' attacks hitting him. One enemy attacking the character therefore has 1 less attack than normal. You may choose which enemy will lose the attack.
    -1 ENEMY ATTACK

    Plague Banner ...... 20 points
    The Plague Banner is a frightening creation of rotted hide flapping in a pestilent breeze. Powerfull magics hold a great spell of corruption in check until the time is ripe to send disease and decay scything through the enemies' ranks.
    The Plague Banner contains a potent spell of destruction which may be cast once per game, during any magic phase. The spell inflicts D6 wounds on any enemy unit in close combat with the unit carrying it. No armour saves apply.
    MAGIC PHASE, D6 W UNIT CONTACT, NO ARMOR SAVE, CHAOS-NURGLE & SKAVEN, ONE USE.

    Potion of Strength ...... 10 points
    A potent magical brew created from Troll blood and the heart of a Griffon.
    A character equipped with the Strength Potion can drink it at the beginning of any of his turns. The potion increases his Strength characteristic by +3 points for the duration of that turn only. Discard this card afetr use.
    +3 STRENGTH ONE TURN

    Relic Sword ...... 30 points
    A weapon of great antiquity whose hilt is made from one of the bones of a great hero. Such weapons are passed from father to son by noble families of the Old World.
    A character using this weapon in close combat adds +1 to his weapon skill. So for example, if the character's weapon skill were normally 4 it would increase to 5 while he was using the sword.
    +1 WEAPON SKILL

    Rending Sword ...... 25 points
    The Rending Sword has a tooth-like serrated edge that rips and gnaws at flesh and bone. As it is swung it growls and snarls like a wild beast hungry for the taste of flesh.
    A character using this weapon in close combat rolls to hit and wound as normal. Any unsaved wounds count as double damage, inflicting two wounds each.
    Note, however, that each attack is only against a single creature - so if the creature is killed any excess wounds are wasted.
    W = 2 W.

    The Ring of Volans ...... 25 points
    Volans was one of the first men to learn magic from the High Elves and the ring was a gift to him from the High Elf Mages of Ulthuan. The Ring of Volans is carved from a single emerald, capable of storing a spell and the magical energy to use it.
    When the ring of Volans is chosen the player also takes a spell card to represent the ring. The player can choose from any of the College spell decks but must draw the card randomly, just like a wizard drawing spell cards before the beginning of the game. The spell stored in the ring can be used once per game any magic phase and requires no power cards to cast. After the spell is used the ring's power is exhausted and it may not be used again. Discard this card after the spell has been used.
    MAGIC PHASE, DRAW SPELL CARD RANDOM, ONE USE & DISCARD CARD

    Rod of Power ...... 25 points
    The Rod of Power is carved from wood and inlaid with runes of ruby and jet. A nimbus of multi-coloured light plays about it when it is in the hands of a wizard.
    The Rod of Power is capable of storing power drawn from the winds of magic. At the end of the magic phase one, two or three unuased power cards can be placed with the Rod of Power. The rod can hold a maximum of three cards. Some or all of these stored cards can be used in future magic phases by the wizard bearing the rod. However there is a danger that the magic will ebb away. Roll a D6 at the start of each magic phase, and if the number rolled is less than or equal to the number of cards being held in the rod then all the stored power cards are placed on the discard pile and lost.
    AT END OF MAGIC PHASE STORE MAX 3 UNUSED CoP, NEXT M.P. D6 > # TO KEEP, WIZARDS ONLY

    Runefang ...... 30 points
    One of the set of twelve runeswords forged by the Dwarf runesmith Alaric the Mad as payment Sigmar's help in reclaiming the Dwarven stronghold of Zhufbar from marauding Orcs. The Runefangs are traditionally help by the ten Elector Counts of the Empite as treasured heirlooms, passed down from father to son.
    A character wielding a Runefang rolls to hit and wound as normal but any wounds he inflicts cannot be saved against, even by magic armour. Undead struck and wounded with a Runefang suffer two wounds.
    NO ARMOR SAVE, UNDEAD W = 2W., EMPIRE ONLY

    Shield of Ptolos ...... 10 points
    The shield of Ptolos is magically inscribed with a myriad of distracting patterns and designs. The patterns magically distract arrows and bolts, sending them spinning off course.
    A Shield of Ptolos may be carried instead of a normal shield and it confers the same save, ie 6+ on its own, 5+ with light armour, etc. In addition, the Shield of Ptolos has a basic saving throw of 1+ against any sort of missile weapons like bows, crossbows, war machines and so on; saving throw modifiers for the strenght of the missile weapon apply as normal. This saving throw is in addition to any saving throw for armour.
    SHIELD, 6+, SAVE 5+ VS MISSILE FIRE

    Shrieking Blade ...... 35 points
    As it is swung the Shrieking Blade screams and howls, causing fear in the warrior's opponent.
    A character armed with this weapon causes fear just like a large monster or an undead creature. Like all creatures which cause fear the character becomes immune to fear and counts terrifying monster as fearsome instead.
    CAUSES FEAR

    Silver Sigil Sword ...... 15 points
    A blade made of silver and inlaid with copper sigils combines the keenness of silver with the speed of copper magic. A warrior armed with this blade can strike with uncanny speed.
    A character in possession of this weapon gains +3 to his initiative. So if it started off as 5 it becomes 8. He will be more likekly to strike first in close combat.
    +3 INITIATIVE

    Skabskrath ...... 50 points
    Skabskrath was the Shrieking Blade of Mordini, the rotting leader of the infamous Doomed Legion. When Mordini returned from beyond the grave to exact terrible venguance on the treacherous Duke Organza, the enchanted blade trapped the dying screams wrung from the Duke and his family so that to this day they howl within their metal prison.
    The blood-chilling screams and howls emmited by Skabskrath cause terror as detailed in the psychology rules. The character bearing Skabscrath is immune to fear and terror.
    CAUSE TERROR, UNDEAD ONLY

    Skaven Warpscroll ...... 50 points
    The incomprehensible geometries of a Warpscroll are inscribed on the hide of a living creature with a specially prepared warpstone ink. The Warpscroll is then cured with a preparation of ground warpstone and chittering incantations.
    A Skaven character equipped with a Warpscroll can unleash its terrible powers against an enemy unit within 24"; in the magic phase. Each model in the target unit suffers a S3 hit. Normal armour saves apply. In addition, once the casualties have been calculated the target unit must take a panic test. Discard this card once the Warpscroll has been used.
    MAGIC PHASE, R. 24", S3 HITs TO ALL MODELs IN UNIT, PANIC, SKAVEN WIZARDS ONE USE.

    Skull Staff ...... 35 points
    The jaws of the skull staff chatter and guash together warning the owner of the use of magic against him, or of hidden magic items that are nearby. The opposing player must reveal what magic items and spells are held by any characters that are within 12" of the Skull Staff during the magic phase. In addition, thanks to the warnings given by the staff, the holder receive a +1 bonus to his dice roll when he attemp to use a dispel. This means that he will dispel a spell cast by a lesser wizard on a 2+, a wizard of equal power on a 3+, and a spell cast by a stronger wizard on a 4+.
    MAGIC PHASE, R. 16",REVEAL ITEM/SPELL, +1 DISPEL TO 2+/3+/4+, WIZARDS ONLY.

    Slaanesh's Sceptre of Domination ...... 50 points
    The bearer of the Sceptre can manipulate the minds of any enemy characters nearby, making them obey his wishes.
    The Sceptre automatically affects all enemy characters as soon as they move within 12". The character must take an immidiate test against his Ld (2D6). If the test is passed the character is unaffected and is immune to the Sceptre's influence for the rest of the game. If the test is failed the character is dominated by Slaanesh. A dominated character may do nothing while the Sceptre of Domination is within 12";. If attacked in hand to hand combat the character cannot fight back and any blows struck against him hit automatically.
    R. 12", CHAR LD TEST TO MIND CONTROL, AUTO HIT IN H2H, CHAOS-SLAANESH ONLY

    Soul Blade ...... 25 points
    A mystic blade forged by Chaos Sorcerers over a fire of starving souls. Its edges are worked into a thousand tiny mouths, each biting and chomping at the air. When it strikes the Soul Blade drains its victim's vitality.
    A character using this weapon in close combat rolls to hit and wound as normal. Each wound suffered also deducts -1 from the victim's Toughness for the rest of the game.
    VICTIM'S TOUGHNESS -1 PER W, CHAOS ONLY

    Spelleater Shield ...... 100 points
    A Spelleater shield is made from daemon hide stretched across a framework made from the bones of a Liche, its surface heavy with magical symbols. When magic is used nearby the shield sucks the energy of the spell into oblivion.
    A Spelleater Shield may be carried instead of a normal shield and it confers the same save, ie 6+ on its own, 5+ with light armour, etc. If a spell is cast against the character or a unit he is with, it is dispelled on a roll of 3 or more on a D6, the enemy wizard also rolls a D6. If the enemy wizard's total is equal or higher the spell card is returned to his hand as normal. If your total is higher the spell is removed from the wizard's hand and discarded for the rest of the game.
    SHIELD, 6+, SPELL DISPEL ON BEARER/UNIT ON 3+, AND IF > D6 OF CASTER SPELL DESTROY.

    Spellshield ...... 50 points
    A shield shaped from dragon scales or the hide of a manticore and reinforced with runes of polished obsidian.
    A Spellshield may be carried instead of a normal shield and it confers the same save, ie 6+ on its own, 5+ with light armour, etc. A Spellshield works when a spell is cast on the character carrying it or the unit he is with. Roll a scatter dice, if a hit is rolled the spell defeats the power of the shield and works normally. If an arrow is rolled the spell is deflected 4D6"; in a straight line in the direction indicated by the arrow. The deflected spell passes over terrain features but will affect the first eligible target in its path.
    SHIELD, 6+, REBOUND SPELL ON BEARER/UNIT ON SCATTER DIE, UNLESS "HIT", 4D6"

    Staff of Damnation ...... 50 points
    The Staff of Damnation contains a powerful spell that can invigorate the Undead.
    The Staff contains a spell that can be used to invigorate every friendly Undead unit within 36" of the caster in the magic phase. Each unit can take one of the following actions immidiately, even though it is out of the normal sequence: charge (double move), march move (double move), fight a round of hand to hand combat, or shoot with missile weapons. Note that these effects are the same as Vahels Dance Macabre, except that several units can be affected rather than just one. The notes in the rulebook pertaining to this spell also apply . Roll a D6 each time the wizard uses this staff. On a 1 or 2 its energy is exhausted and it cannot be used again.
    MAGIC PHASE, R 36", AS VDMS, NECRO/LICHE/VAMPIRE ONLY EXHAUSTED ON 1/2

    Staff of Lightning ...... 50 points
    The Staff of Lightning crackles and snaps with barely-concealed energy. It may be used in the magic phase only.
    It may only be used by an Orc or Goblin Shaman, and contains a lightning spell which may cast bolts of cerulean power.
    When the Shaman points the staff at his foes a bolt of lightning leaps up to 24" from the tip of the staff, striking the first model in its path. The model sustains 3 S6 hits - work out each hit as normal. No saving throw is allowed.
    Roll a D6 each time the Shaman uses the staff. On a 1 or 2 its energy is temporarily exhausted and the staff cannot be used again this battle.
    MAGIC PHASE, R. 24" EXHAUSTED 1/2, ORC or GOBLIN SHAMAN ONLY

    Staff of Nurgle ...... 100 points
    The Staff of Nurgle is a gift of the Chaos God Nurgle. It consist of a rotting head on a staff that continuously exudes pus and filth. The Staff may only be used by a Chaos Sorcerer of Nurgle.
    The Staff of Nurgle contains a powerful spell which may be cast in the magic phase. The spell has a range of 12" and affects a single model. The target is automatically destroyed as its body splits open and a mass of putrid worms, maggots and filth pours out. Roll a D6 each time the Staff is used, and on the score of 1 or 2 its energy is exhausted and it may not be used again this battle.
    MAGIC PHASE, R. 12", AUTO DESTROY, CHAOS SORCERER-NURGLE ONLY EXHAUSTED ON 1/2

    Standard of Shielding ...... 25 points
    This standard is woven with protective magic to safeguard the troops carrying it.
    Models in a unit carrying this standard receive +1 on all their armour saving throws or gain an armour saving throw of 6 or more on a D6 if they had no armour to begin with. Because of the potent magic of the standard the models in the unit carrying it always get a minimum saving throw of 6 or more on a D6 even if they would normally get no saving throw at all.
    +1 SAVE

    Sword of Defiance ...... 150 points
    The Sword of Defiance confers the ability of resistance upon its wielder, so that he becomes tougher and more able to withstand wounds.
    A character in possession of this weapon gains +3 to his toughness. So if it started off as 5 it becomes 8. He will be less likely to be wounded.
    +3 TOUGHNESS

    Sword of Destruction ...... 100 points
    The Sword of Destruction is enchanted with powerful counter magic which sucks the magical energy from other magic items.
    The Sword of Destruction affects all models in base contact with the wielder, wether friend or foe. The character wielding it may not have any other magic items, as they would be destroyed by the Sword's power. No magic items carried by a model in base to base contact with the Sword's wielder will work. These items are nullified as long as the sword bearer is touching them. In addition, if the Sword inflicts one or more wounds then it will destroy magic items carried by the victim. One magic item is destroyed per wound inflicted. The Sword bearer chooses the magic item and it is discarded.
    ONLY AFFECT WIELDER'S BASE CONTACT MODELs, DESTROY MAGIC 1/W., NULL MAGIC ITEMs.

    Sword of Fortitude ...... 50 points
    The bearer of the Sword of Fortitude is filled with a sense of invulnerability and power - he gains the fortitude to face terrible danger without flinching.
    A character in possession of this weapon of this weapon is immune to fear, terror and panic. If a situation arises which would normally cause himm to test for fear, terror or panic, he passes the test automatically. If the character is leading a unit they draw great reassurance from the presence of the blade and also become immune to fear, terror and panic.
    BEARER IMMUNE TO FEAR, TERROR AND PANIC

    Sword of Heroes ...... 60 points
    A Sword of Heroes is enchanted to slay large monster and other tough opponents.
    A character using this weapon in close combat rolls to hit as normal. If he is fighting an opponent with a Toughness of 5 or more he rolls to wound counting +3 to his strength and each wounding hit inflicts D3 wounds. Against opponents with a Toughness of 4 or less the weapon still counts as magical but has no other special powers.
    +3 STRENGTH AGAINST TOUGHNESS OF 5+

    Sword of Justice ...... 50 points
    The Sword of Justice is an ancient weapon studded with Dwarf runes of retribution and venguance. It is a deadly blade, unswerving in its accuracy and is traditionally borne by the Emperor's Judicial Champion in trails by combat when the Emperor's will is challenged.
    When a character wielding the Sword of Justice rolls to hit in combat, any dice which miss can be instantly rerolled once. Any wounds inflicted by the Sword of Justice cannot be saved by armour unless it is magical. Magic Armour saves as normal.
    REROLL MISSED HITS, EMPIRE ONLY

    Sword of Might ...... 20 points
    A sword beaten out and reforged a hundred times until it pulses with pent-up energy. When grasped by a brave warrior the sword's power flows into him, invigorating him and filling him with new strenght.
    A character in possession of this weapon gains +1 to his strength. So if his strength characteristic started off as 5 it becomes 6. This means he will be more likely to inflict wounds in close combat.
    +1 STRENGTH

    Sword of Resilience ...... 50 points
    The Sword of Defiance confers the ability of resistance upon its wielder, so that he becomes tougher and more able to withstand wounds.
    A character in possession of this weapon gains +1 to his toughness. So if it started off as 4 it becomes 5. He will be less likely to be wounded.
    +1 TOUGHNESS

    Sword of Unyielding ...... 100 points
    The Sword of Defiance confers the ability of resistance upon its wielder, so that he becomes tougher and more able to withstand wounds.
    A character in possession of this weapon gains +2 to his toughness. So if it started off as 5 it becomes 7. He will be less likely to be wounded.
    +2 TOUGHNESS

    Talisman of Obsidian ...... 100 points
    The Talisman of Obsidian negates the magic of any wizard in base contact with the wearer. It also nullifies the magic of the bearer if he is a wizard. A wizard whose magic is nullified cannot cast any of his spells, use any magic cards (eg Dispels), and any of his spells already in play are dispelled. A nullified wizard is not dead, and the Wind of Magic value is note affected. The Talisman of Obsidian is so powerfully anti-magic that any spells cast against the wielder, or the unit he is with, are automatically dispelled.
    NEGATE WIZARD SPELL ABILITY IN BASE CONTACT, BEARER/UNIT IMMUNE TO MAGIC

    Talon of Death ...... 100 points
    The Talon of Death is an ancient and hideous talisman, a shrivelled claw set into a silver chain. The Talon sucks life from living creatures and is deadly to those who approach it closely.
    A character wearing the Talon of Death is surrounded by an aura of death. Any models in base-to-base contact with the wearer suffer 1 wound at the beginning of every hand to hand combat phase, before combat is worked out or any blows are struck. If several models are with the wearer within base contact with the wearer each suffer 1 wound. If a rider and monster are in base contact then both suffer 1 wound. The Talon does not affect Undead creatures or any creature that the wearer is riding, but otherwise affects friendly and enemy models alike.
    CAUSE 1 W. TO LIVING FofFOE IN BASE CONTACT AT BEGIN OF H2H ,NECRO./LICHE/VAMPIRE ONLY

    The Rapturous Standard ...... 50 points
    The Rapturous Standard contains the bound essence of innumerable Slaanesh followers which died in rapturous slaughter. The air around the standard is filled with their ecstatic howls and overpowering waves of heady, exotic musk.
    A Slaanesh unit carrying the Rapturous Standard is rendered immune to the effects of psychology by the overwhelming waves of sensation radiating from it. This means they ignore all the rules for psychology in the Warhammer rulebook.
    IMMUNE, CHAOS - SLAANESH UNITS ONLY

    The Ruby Chalice ...... 60 points
    The Chalice is a holy artefact wrought from gold and set with rubies. It gutters with pale, ghostly flames which kindle into a blinding flare of light when the Chalice is anointed with blood.
    The Chalice only begins to work when the character bearing it or a member of the unit he is leading suffers a wound. The character then anoints the Chalice to invoke its power. The blinding light produced causes a -2 dice roll modifier on missile shots at the character or the unit he is leading, and close combat opponents must deduct -1 from their rolls to hit the character. These penalties apply until the character carrying the Chalice is slain.
    MISSILE -2 TO HIT AT WEARER/UNIT, -1 IN H2H TO HIT CHARACTER.

    The Silver Seal ...... 75 points
    The Silver Seal was made by the Warrior Mage Fredrick von Tarnus in the time of the great Chaos Wars when Magnus the Pious reunited the Empire. It marks the union between the wizards of the Empire and the Emperor, and radiates protective power able to knock aside blows and divert arrows.
    Any missile shots at a character bearing the Silver Seal suffer a -1 to hit modifier. Blows in combat also suffer -1 on the dice roll to hit. The Silver Seal also protects the bearer against spells. If an enemy spell is cast against the bearer or the unit he is with it is dispelled on the D6 roll of 4+.
    MISSILE & H2H -1 TO HIT, DISPEL ON 4+ AT BEARER, EMPIRE ONLY

    The Sword of Swift Slaying ...... 25 points
    This enchanted blade courses with power which passes into the hand of its wielder.
    The sword's wielder may strike first in hand-to-hand combat, even if the enemy charged that turn. This means the sword bearer always attacks before his enemy.
    Should a case arise where both opponents have a special right to strike first (if both had a Sword of Swift Slaying for example) the warrior with highest initiative takes precedence as usual.
    ALWAYS STRIKE FIRST OR HIGH INIT GO FIRST.

    The Sword of Teclis ...... 100 points
    The Sword of Teclis is charged with celestial power. Crackling energies lpay across its shining surface and when it strikes opponents they are blasted apart.
    Whenever the Sword's wielder hits in hand-to-hand combat don't roll to wound because all hits wound automatically! Armour saving throws are allowed as normal.
    Once per battle, during the hand-to-hand combat phase, the bearer can release the power of the sword causing a storm of magical lightning to play around him. This causes an extra D6 S6 hits on the enemy unit.
    AUTO WOUND IN H2H; CAN RELEASE A MAGIC LIGHTING D6 S6 HITs ONE USE ONLY.

    The Tomb-Blade of Arkhan ...... 50 points
    The Tomb-Blade is a black, rune-etched sword created by the mighty Necromancer Arkhan the Black. The blade traps the souls of those it slays, binding their soulless husks into undying servitude to the bearer.
    Whenever a creature with only one wound is killed by the Tomb-Blade the slain model is removed and replaced with a skeleton warrior (mounted on a skeletal steed if it was mounted on a steed before). The skeletons raised in this way form a new unit with the Tomb-Blade's bearer as the unit leader and have the standard profile given for skeleton warriors. Each time another foe is slain another skeleton is added to the unit. Heroes and other creatures with more than a single wound are never raised as skeletons.
    1 W CREATURE KILLED IS REPLACED BY SKELETON, NECRO/VAMPIRE/LICHE ONLY

    Tormentor Sword ...... 40 points
    A blade forged upon the skull of an idiot and inscribed with spells to steal the mind of its victim. A victim struck by the Tormentor Sword becomes feeble-minded and confused.
    Any foe wounded by the Tormentor Sword becomes subject to the psychology rules for stupidity from the next turn on. The victim will remain subject to stupidity for the rest of the game. Wizards subject to stupidity must roll a D6 whenever they cast a spell. On a roll of 1, 2 or 3 the spell fails and the power used to cast it is wasted.
    IF WOUNDED VICTIM SUBJECT TO STUPIDITY, WIZARD 4+ TO CAST SPELL.

    Venom Sword ...... 70 points
    A blade enchanted with malignant spells and quenched in the venom of a thousand deadly serpents. When a Venom Blade bites its foe it releases powerful poisons which dissolve flesh and turn blood to fire.
    A character using this weapon in close combat rolls to hit and wound as normal. Any unsaved wounds inflict D6 wounds. Note, however, that each attack is only against a single creature - so if the creature is killed any excess wounds are wasted.
    EACH WOUND = D6 WOUNDS

    Wand of Jet ...... 50 points
    A wand carved from jet, enchanted and carved with arcane sigils to draw in and focus the winds of magic.
    A wizard equiped with a Wand of Jet finds it much easier to focus the winds of magic, and can reduce the cost of casting a spell by one power point. So, for example, a spell normally costing 2 power cards to cast would only cost 1 power to cast for a wizard using a Wand of Jet. Spells costing 1 power can be cast for free, but note that a Necromancy spell may only be cast for free once per magic phase. Roll a D6 each time the wand is used. On a roll of 1 or 2 its energies are exhausted and it cannot be used again during this battle.
    CAST SPELL USE 1 LESS POWER, FREE FOR 1ST LVL SPELL, WIZARDS ONLY EXHAUSTED ON 1/2

    War Banner ...... 25 points
    Troops fighting beneath the War Banner are filled with determination and courage.
    A War Banner adds an extra +1 to the combat result of the side carrying it. Only one War Banner bonus can be applied to a side in combat.
    +1 COMBAT RESULT BONUS

    Warpstone Charm ...... 10 points
    A Warpstone Charm is made from a pice of raw warpstone blessed in the name of the Gods of Chaos. warpstone Charms are often hammered into the bearer's flesh so that they protrude like a row of studs.
    A character bearing a Warpstone Charm is favoured by the Gods of Chaos so he may use the power of the charm to re-roll any single dice throw once during the game and add +1 or -1 to the result.
    REROLL ONE DICE WITH +1/-1 RESULT, SKAVEN & CHAOS ONLY USE ONCE ONLY

    Warrior Bane ...... 35 points
    When the Warrior Bane strikes home its victim becomes befuddled and confused, making it hard for him to fight back.
    A character using this weapon in close combat rolls to hit and wound as normal. Each wound suffered also deducts -1 from the victim's Attacks for the rest of the game. Creatures whose attacks are reduced to 0 can no longer fight in close combat or use missile weapones. A character reduced to 0 attacks can still lead units, monsters with 0 attacks still cause fear, and so on.
    VICTIM'S ATTACKS -1/W.

    Weeping Blade ...... 50 points
    A weapon created by smelting and beating raw warpstone into the blade. The weapon constantly weeps a black, sticky corrosive venom which can burn through armour and kill with a scratch.
    A character wielding a Weeping Blade adds +1 to his rolls to hit, deducts an extra -1 from his opponent's armour saving roll and inflicts D3 wounds with each wounding hit.
    +1 TO WOUND, -1 TO SAVE, EACH WOUND = D3 WOUNDS SKAVEN ONLY