Warhammer Magic Items (Origial taken from)
Combat Resulution
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Speed of Attack and Movement
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ATTACKs & HITs
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Weapon Skill (WS)
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STRENGTH & Toughness
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Wound, Save, and Kill
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Non-MAGE MAGIC
Luck and MISC
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Psychology
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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