Warhammer - Magic Items v.1.0

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MAGIC ITEMS

By Mathias Eliasson
v.1.0

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It was almost unfair, thought Elannion, cleaving his fourteenth or fifteenth Goblin in two. How can these foul creatures
hope to stand against a master of battle such as he, especially with the fabled Sword of SuIannar in his hand? He deftly
dodged an ungainly swing from the standard bearer of the frantic greenskins, catching the rusting blade with his own
glowing sword and snapping it off just above the guard. The Goblin stared in amazement fora moment, and then fell himself
as Elannion's blade cut him down too. The banner wavered, but eager green hands clutched al it to slop it from falling, until
Elannion's blade flashed once more and chopped the ragged banner from the staff. As the tattered fabric slumped to the
ground the Goblins recoiled, leaving Elannion facing just one of their number – the largest Goblin he had ever seen.
Malevolent red eyes glowed under his black hood as the Goblin hissed his hatred at the Elf. 'You', he said, pointing at
Elannion. The noble Elf motioned to his followers to stay back. At last he had found an enemy who was perhaps worthy of
him. This little fracas would be decided in single combat.

The two warriors circled each oth.er slowly, each sizing up his opponent. Elannion was taller, faster and undoubtedly better
dressed, but the Goblin had a certain wiriness and an evil glint in his eye. Elannion darted forward, striking at the Goblin
leader before he could react. The Sword of SuIannar slid easily through his filthy robes only to rebound from something
lurking beneath. The vicious greenskin grinned broadly and pulled aside the robe to reveal a shimmering coat of fine scale
armour that glowed gently with a pale blue light where it had been struck. Elannion narrowed his eyes. Magic, eh? Before
he could compose an appropriately heroic remark the Gobbo struck back, stabbing with his own saw-toothed blade.
Elannion dodged, but not quickly enough. By the gods this one was fast! But that blow too skimmed off magical armour
and Elannion thanked his forefathers for such well enchanted protection. He grinned in turn; they were evenly matched.

Again the Goblin struck only to be parried by Elannion's glimmering blade. A strike back, a parry, then another. The fight
grew swifter by the moment and the onlookers forgot their animosity as they strained to follow the frenetic combat before
them. Sparks flew as magical blades rebounded from enchanted armour, but neither could gain the upper hand. At last they
separated, drawing back towards their followers, panting with the exertion. 'You fight well, for to Elf', hissed the Goblin.

'So do you', replied Elannion. 'For a stunted abomination.'

The Goblin grinned at the insult, calmly pointing a scrawny finger at the Elf. Magical fire leapt from the ring on his
outstretched hand, engulfing Elannion in a firestorm of destruction from which nothing could escape.

"Next!"

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CONTENTS
BEASTMEN.......................................................... 5 OGRE KINGDOMS ........................................ 35
Magic Weapons ..................................................... 5 Magic Weapons ................................................... 35
Magic Armour ....................................................... 6 Magic Armour ...................................................... 35
Talismans ............................................................... 6 Talismans ............................................................. 35
Arcane Items .......................................................... 7 Arcane Items ........................................................ 35
Enchanted Items .................................................... 7 Enchanted Items ................................................... 36
Magic Standards .................................................... 8 Magic Standards................................................... 36
BRETONNIA ....................................................... 9 ORCS & GOBLINS ......................................... 37
Magic Weapons ..................................................... 9 Magic Weapons ................................................... 37
Magic Armour ....................................................... 9 Magic Armour ...................................................... 39
Talismans ............................................................. 10 Talismans ............................................................. 39
Arcane Items ........................................................ 11 Arcane Items ........................................................ 40
Enchanted Items .................................................. 11 Enchanted Items ................................................... 41
Magic Standards .................................................. 12 Magic Standards................................................... 42
DAEMONS OF CHAOS .............................. 13 SKAVEN ............................................................. 44
Magic Weapons ................................................... 13 Magic Weapons ................................................... 44
Arcane Items ........................................................ 13 Magic Armour ...................................................... 44
Enchanted Items .................................................. 14 Talismans ............................................................. 44
Magic Standards .................................................. 15 Arcane Items ........................................................ 45
DARK ELVES .................................................... 16 Enchanted Items ................................................... 45
Magic Weapons ................................................... 16 Magic Standards................................................... 46
Magic Armour ..................................................... 17 TOMB KINGS................................................... 47
Talismans ............................................................. 17 Magic Weapons ................................................... 47
Arcane Items ........................................................ 18 Talismans ............................................................. 47
Enchanted Items .................................................. 19 Arcane Items ........................................................ 47
Magic Standards .................................................. 20 Enchanted Items ................................................... 48
THE EMPIRE ..................................................... 21 Magic Standards................................................... 48
Magic Weapons ................................................... 21 VAMPIRE COUNTS ..................................... 49
Magic Armour ..................................................... 22 Magic Weapons ................................................... 49
Talismans ............................................................. 22 Magic Armour ...................................................... 49
Arcane Items ........................................................ 23 Talismans ............................................................. 50
Enchanted Items .................................................. 23 Arcane Items ........................................................ 51
Magic Standards .................................................. 25 Enchanted Items ................................................... 51
HIGH ELVES .................................................... 26 Magic Standards................................................... 52
Magic Weapons ................................................... 26 WARRIORS OF CHAOS ............................. 53
Magic Armour ..................................................... 26 Magic Weapons ................................................... 53
Talismans ............................................................. 27 Magic Armour ...................................................... 54
Arcane Items ........................................................ 28 Talismans ............................................................. 54
Enchanted Items .................................................. 29 Arcane Items ........................................................ 54
Magic Standards .................................................. 30 Enchanted Items ................................................... 55
LIZARDMEN...................................................... 31 Magic Standards................................................... 56
Magic Weapons ................................................... 31 WOOD ELVES ................................................. 57
Magic Armour ..................................................... 32 Magic Weapons ................................................... 57
Talismans ............................................................. 32 Magic Armour ...................................................... 57
Arcane Items ........................................................ 32 Talismans ............................................................. 58
Enchanted Items .................................................. 33 Arcane Items ........................................................ 59
Magic Standards .................................................. 34 Enchanted Items ................................................... 59
Magic Standards................................................... 60

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BEASTMEN
This section contains the rules and background for some of the most iconic and powerful magical
artefacts used by the Beastmen. These may be used in addition to the magic items found in Warhammer:
Beastmen and the Warhammer rulebook.

MAGIC WEAPONS HUNTING SPEAR 35 points


Originally created to fell the mighty Mammoths of
the far north, this thick-hafted spear bears
PRIMEVAL CLUB 60 points
enchantments allowing it to penetrate metres of
Though in appearance it is little more than a
flesh and muscle, skewering the foe through-and-
gnarled great-club, bound in cracked leather and
through.
infested with spiders and slugs, the Primeval Club
was made from a bough of the legendary corpse-
Spear. The Hunting Spear can be thrown following
tree, blessed by Morghur's fell touch. It has been
the rules for javelins with a range of 24" each
stained red with blood since the dawn of
Shooting phase. Resolve each hit like a Hit from a
civilisation and is the bane of all order and hope.
bolt thrower.
When rolling To Wound, the owner's Strength is
THE STEEL-CLAWS 35 points
treated as equal to the unmodified Leadership value
Made from the broken shards of enchanted Elven
of the target model.
weapons, the Steel-claws are a set of splintered
AXE OF MEN 40 points blades that fit over the wearer's own talons.
The Axe of Men is so-called because it hews men
Two hand weapons. The Steel-Claws confer an
apart as easily as other lesser axes hew timber. A
extra D3 Attacks to the wielder rather than 1 (roll at
single, mighty stroke from this fearsome axe can
the beginning of each round of close combat). If a
cut even the most powerful warrior clean in half –
natural 6 is rolled when determining the number of
a sight which emboldens the bearer's followers and
attacks, all the bearer's attacks that round gain the
horrifies his enemies in equal measure.
Ignores Armour Saves special rule.
The Axe of Men gives the wielder the Killing Blow
MANGELDER 30 points
special rule. In addition, if the bearer kills an
The Mangelder is a weapon dreaded by the
enemy character in a challenge, they and any unit
enemies of the Beastmen the length and breadth of
they are with gain the Stubborn and Terror special
the Old World. It saps strength of mind as well as
rule for as long as they remains with the unit.
of body, and those few who survive wounds
SLAUGHTERER'S BLADE 40 points inflicted by the weapon rarely fight again.
Taking the form of a crude glaive writhing with
The bearer gains the Terror special rule. In
veins and gasping fanged mouths, the Slaughterer's
addition, any model wounded by this weapon loses
Blade feeds on indiscriminate bloodletting. Any
1 point of Leadership for each Wound it suffers.
who wield it are said to gain eternal life, provided
that the blood on the blade never dries.
THE BRASS CLEAVER 30 points
The Brass Cleaver is said to be an artefact from
Model on foot only. Great weapon. For each wound
another realm. Ancient and terrible, its outline
inflicted with the Slaughterer's Blade, roll a D6
blurs with a barely restrained thirst for carnage.
immediately. Each roll of a 4+ heals one lost
Wound to the bearer (up to their starting Wounds
The Brass Cleaver gives the wielder +1 Attack for
total). Wounds regained in this way do not count
each enemy model in base contact. In a challenge,
towards combat resolution.
it only confers +1 Attack.

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EVERBLEED 15 points PELT OF THE DARK YOUNG 15 points
Also known as Warrior's Bane, this much-feared After years of being smeared in blood, filth and
blade bears a potent blood magic. Even a slight cut excrement in the name of the Chaos gods, the
will erupt in a geyser of gore that will not heal. Champion's pelt has mutated into an iron-hard
cloak of gristle and hair that affords protection
Every time an enemy model suffers an unsaved from both physical and magical attacks.
wound from this weapon, roll a D6. On the result of
a 6, the enemy loses an additional wound, with no The Pelt of the Dark Young gives the wearer the
saves of any kind allowed, and you must roll again. Magic Resistance (1) and Natural Armour (6+)
Keep on rolling as long as the result is a 6. special rules.

SCIMITAR OF SKULTAR 5 points


The dark, serrated blade of this weapon is BLACKENED PLATE 10 points
engraved with words of power in the Dark Tongue, This battered suit of ramshackle plate mail is
keeping its biting edge keen and sharp for all time. blackened with the soot of burning palaces and
temples. It is said that the wearer can walk through
All To Wound rolls of 6 with the Scimitar of the fiercest conflagration unharmed.
Skultar have the Ignores Armour Saves special
rule. Medium armour. The wearer of the Blackened
Plate gains the Immunity (Flaming Attacks) special
MAGIC ARMOUR rule. Any unit he joins gains a Ward Save (4+)
against non-physical Flaming Attacks.
BLADE-BLUNTER ARMOUR 40 points
This armour is encrusted with a vivid patina of TALISMANS
corrosion and decay, cursed by a Bray-Shaman so
that it spreads to any blade that strikes it. Even the CROWN OF HORNS 30 points
keenest weapon is blunted, dulled or shattered Occasionally, a beast that has earned the favour of
upon striking the armour. his patron god sprouts a thick crown of long, jet-
black horns from his skull. Rivulets of blood
Medium armour. At the end of each round of close constantly trickle from where the horns have
combat, roll a D6 for each magic weapon that Hit pushed through his forehead, and it is obvious to
the wearer of the armour. On the result of a 2+, the all that the bearer has truly been marked for
enemy item loses its special rules and ceases to greatness.
count as a magic weapon. Instead it will count as a
normal weapon of its type for the remainder of the The bearer of the Crown of Horns gains a Ward
battle. Save (5+). In addition, any unit he joins gains +1 to
any Rally attempts they make.
PELT OF THE SHADOWGAVE 30 points
The Pelt of the Shadowgave is shrouded in EYE OF NIGHT 25 points
sorcerous tendrils of darkness that gather darkness The Eye of Night is a black stone charm worn
to both the wearer and those Beastmen that walk in about the neck of the bearer. Its inky depths creep
his dark-shrouded footsteps. outward to envelop its bearer, protecting him from
the effects of certain types of baleful energy and
Light armour. All shooting attacks directed at the turning the power of the Winds of Magic against
bearer or the unit he is with suffer -1 To Hit. their caster.
Enemy spells that target the bearer or the unit he is
with suffer -2 to cast. The Eye of Night gives the bearer the Magic
Resistance (2) special rule. In addition, if an enemy
TROLLHIDE ARMOUR 20 points Wizard within 24" attempts to cast a spell from the
Properly treated and inscribed with the correct Lore of Life, the Lore of Heavens or the Lore of
sigils when Morrsleib is full in the sky, the Light and suffers a miscast, you may force them to
Trollhide Armour confers some of the more re-roll the result on the Miscast table.
gruesome abilities of its former occupant to the
wearer.

Light armour. Trollhide Armour gives the wearer


the Regeneration (5+) special rule.

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ARCANE ITEMS JAGGED DAGGER 5 points
A potent sacrificial tool that radiates the wrath of a
SKULL OF RARKOS 55 points thousand ritual offerings to the Dark Gods.
The bleached skull of the long-dead Great Bray-
Every enemy model killed in close combat by the
Shaman Rarkos is mounted upon the bearer's staff.
bearer of the Jagged Dagger generates an additional
The skull is cursed to chatter and shriek the
Power or Dispel dice that can be used in the next
incantations its former owner knew in life, lending
Magic phase.
its dark power to nearby shamans.

All friendly Beastman Wizards within 12" ENCHANTED ITEMS


(including the bearer himself) gain a +1 bonus to
the result of their spell casting attempts. HORN OF THE GREAT HUNT 35 points
Carved from the tusk of a slain Boar-god, the
STAFF OF DARKOTH 25 points resounding clamour that sounds when it is blown is
This staff and its wielder are crawling with slugs, such that any Beastmen who hear it will race to
bugs, and insects. They seeth over the surface of answer its call.
the wood, burrow into the shaman's fur and inhabit
his robes. This staff writhes with movement, Bound Spell, Power Level 4. The Horn of the Great
twisting in the bearer's hand. Faces appear in the Hunt contains the Bestial Surge spell from the Lore
woodwork, pushing outwards to curse the living. of the Wild.
This malevolent staff can be used by a Bray-
shaman to enhance his magical powers. STONE OF SPITE 25 points
Contained within this glowing stone is the soul of
Bound spell, Power Level 3. The Staff of Darkoth an Ungor slain in a hideous ritual. When cast to
contains the Viletide spell from the Lore of the the ground, the stone shatters and the Ungor's
Wild. bitterness and spite is released in a howling gale
that is drawn to magical emanations with
THE PLAGUE CHALICE 20 points devastating effect.
This rotting wooden goblet is filled with a festering
brew of pus and blood, with wriggling maggots and One use only. Bound spell, Power Level 5. Every
worms spill from the froth on the liquid's surface. A Arcane Item within 18" immediately explodes in
Shaman who sups from the chalice feels a burning the hands of its bearer (friend and foe). Each bearer
pain wrack his body as the foul liquid seeps of an Arcane Item within range suffers D6 Strength
through him, yet his magical ability is suddenly 4 hits per item. The items are immediately
enhanced, making his spells all-powerful and destroyed.
deadly.
HORN OF THE FIRST BEAST 25 points
Mark of Nurgle only. The Shaman may drink from This immeasurably ancient, fossilised horn is said
the Chalice at the start of his Magic phase. He to be taken from the skull of the First Beast. When
suffers an immediate Strength 4 hit that ignores it is sounded, a cloud of dismay falls upon the
Armour and Ward saves. For the remainder of that enemy, whilst the Beastmen find the savage fury of
Magic phase, any spell casting attempt by the their race swelling within their hearts.
Shaman that includes any double (except 1's) will
count towards Ultimate Power. Beastlords and Wargors only. All friendly units
within 12" of the bearer of the Horn of the Great
HAGTREE FETISH 20 points Beast may re-roll failed Primal Fury tests.
A crude effigy of one of the hag trees from the deep
forest, this shamanic heirloom can spell doom for THE GORETOOTH 25 points
the Bray-Shaman's foe when brandished with the Wrenched from the jaw of the legendary Doombull
appropriate curse. Grashak, the Goretooth is hung from a necklace of
bones and tendons. It carries within it the savage
Choose an enemy unit within 24" at the start of hatred of this once-mighty Champion of Chaos, and
each Magic phase. Any failed To Wound rolls the wearer constantly froths at the mouth,
made during the Magic phase against that unit may bloodshot eyes staring as he lumbers toward his
be re-rolled. prey.

The Goretooth gives the bearer the Hatred and


Bloodgreed special rules.

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SKIN OF MAN 15 points VITRIOLIC TOTEM 25 points
The wearer of the flayed, sigil-encrusted Skin of This gnarled, contorted bough is hung with the
Man is under a glamour that makes him appear heads of fallen Bestigor Champions, bulging from
little more than a particularly ugly peasant. When within its dark branches like obscene fruit. The
the skin is cast aside the awful truth is revealed. magic of the totem is so strong that these heads
chatter with a semblance of life, dribbling thick
Infantry only. The bearer of the Skin of Man gains strings of poisonous blood in an unholy sacrament
the Scouts special rule. onto the outstretched weapons of the Beastmen
below.
BLOODHUNT HORN 10 points
Fashioned from the tusk of one of the lumbering The unit carrying the Vitriolic Totem gains the
daemonkin haunting the depths of the forest, a blast Poisoned Attacks special rule.
on this magical horn can chill enemy warriors to
the core, and drive all thoughts of battle from their MANBANE STANDARD 25 points
minds in their desperation to flee. A grotesque mockery of the scarecrows that dot the
agricultural lands of the Empire, the Manbane
One Use Only. Once per battle, the bearer can force Standard is essentially a corpse beset by carrion
a fleeing enemy unit within 12" to automatically birds that peck and caw incessantly. Any who
fail their Rally test. This must be declared before behold this unnerving sight are filled with the
the test is made. dread that it will be their eyes and tongues the
birds feast upon next.
CACOPHONOUS DIRGE 5 points
The march of the warherd is always accompanied All enemy units within 6" of the unit carrying the
by the raucous, atonal droning of pipes and the Manbane Standard suffer -1 to their Leadership
dolorous rhythm of wardrums. The Cacophonous characteristic.
Dirge is a war horn fashioned from the tusk of a
mighty Ramhorn. It is so deafeningly loud that it THE BANNER OF OUTRAGE 25 points
drowns out the instruments of all who face the The Banner of Outrage takes the form of a
Beastmen. legendary standard torn from the dying grip of its
erstwhile bearer and desecrated before his very
Enemy musicians within 8" of the bearer of the eyes. The banner is befouled and stained and is a
Cacophonous Dirge have no effect. terrible affront to the enemy, while the Beastmen
are fuelled to ever more vile extremes of savagery
MAGIC STANDARDS in its presence.

The unit carrying the Banner of Outrage


THE FLESH BANNER 35 points
automatically passes Primal Fury tests and counts
The Flesh Banner is made from living body-matter
as having rolled doubles. However, all enemy units
and looks like a boneless man stretched into a
gain the Hatred special rule against the unit.
large, squarish shape. In battle, the pitiful creature
wails and screams at the enemy, clutching at them THE GORE BANNER 20 points
with flailing arms and tentacles, drawing them
Festooned with the horns of past Beastlords, the
towards its drooling mouths.
Gore Banner is a powerful symbol to Beastmen and
bolsters their confidence.
At the start of each close combat phase, all enemy
units in base contact with the bearer of the Flesh
The unit with the Gore Banner re-rolls failed
Banner suffers D6 Strength 4 hits, distributed as
Psychology tests.
Hits from shooting. Any wounds caused by the
Flesh Banner counts towards combat resolution.
PREYSEEKER 10 points
Preyseeker is a standard hung with the skins of
TOTEM OF RUST 25 points
wolves, savage hounds and other feral predators. It
Little more than a fanged spike with the corroded
guides its bearers to the exact location of their
remains of fully armoured warriors impaled upon
prey; a herd with such a banner will never go
it, the Totem of Rust spreads an aura of entropy
hungry.
that consumes metal in a matter of seconds.
The unit carrying the Preyseeker automatically
All units (friend or foe) in base contact with the
enters the battlefield when using the Ambushers
Totem of Rust treat their armour save as 1 point
special rule (no roll is needed), and may March the
worse than it actually is. The Totem of Rust has no
turn it does so.
effect on Natural Armour.

8
BRETONNIA
This section contains the rules and background for some of the most iconic and powerful magical
artefacts used by the Bretonnians. These may be used in addition to the magic items found in
Warhammer: Bretonnia and the Warhammer rulebook. Bretonnian characters equipped with a normal
lance and a magic weapon may choose to use their lance when charging and then use the magic weapon in
subsequent turns of a close combat.

MAGIC WEAPONS THE HEARTWOOD LANCE 25 points


This lance was crafted from the heart of the Major
THE WYRMLANCE 30 points Oak, the largest tree in Bretonnia, which was
shattered by lightning the moment Gilles was
Legend has it that the lance of Duke Beligulf
struck down. Its blackened wood is covered with
Fearnought was plunged into the maw of the
tiny carvings depicting the twelve battles of Gilles
dragon Malifex just as it was about to spout a great
and, despite being harder than stone and diamond
torrent of flame. It is said to have absorbed the
sharp, it is lightweight and beautiful to behold.
power of the dragon's breath and, by uttering the
name of the slain dragon, the wielder may unleash
Lance. The Heartwood Lance allows the bearer to
this fire at will.
re-roll all failed rolls to wound.
Lance. The wielder of the Wyrmlance gains a
THE LANCE OF ARTOIS 10 points
Strength 3 Breath Weapon with the Flaming
This was the lance used by Folgar of Artois, who
Attacks special rule. In addition, all attacks made
became one of Gilles' Grail Companions and was
with the Wyrmlance have the Flaming Attacks
renowned for his skill at the joust. The lance tip
special rule.
remains as sharp as it ever was, despite the passing
of time. In times of need, the lance is removed from
BIRTH-SWORD OF
the Grail Chapel of St. Folgar and bestowed upon
CARCASSONNE 25 points
a knight for the duration of battle.
At birth, all noble sons in the Dukedom of
Carcassonne are made to touch a specially forged
Lance. The Lance of Artois gives the wielder the
blade, and this weapon hangs above their cots until
Killing Blow special rule on turns in which the
they reach an age when they can wield it. This
character charges.
mirrors the story of the original duke, Lambard,
who was said to have grasped a sword even before
suckling at his mother's bosom. MAGIC ARMOUR
The Birth-sword of Carcassonne gives +1 Strength GILDED CUIRASS 40 points
to the wielder. Enemies wounded by the sword This breastplate is inscribed with the words of the
must re-roll any successful Armour saves. Grail Vow, and even in the brightest sunlight the
delicate filigree letters glow. The most grievous of
SWORD OF THE QUEST 25 points wounds will knit together as the Lady's favour
This large hand-and-a-half sword has been passed shines upon the wearer.
down from knight to knight, and has been held by
such figures as Percival of Lyonesse and St. Balgar Grail Vow only. Heavy armour. The wearer of the
of Carcassonne. Gilded Cuirass gains the Regeneration (4+) special
rule.
Questing Vow only. The Sword of the Quest may
be used as either a hand weapon or a great weapon, ARMOUR OF THE
decided at the start of each round combat. All MIDSUMMER SUN 35 points
attacks made by the Sword of the Quest have the This enchanted armour reflects and magnifies the
Ignores Armour Saves special rule. light of the sun so that beams of light shimmer and
burst from every surface as the knight gallops
towards his foe.

Heavy armour. Opponents suffer -1 penalty To Hit


the wearer of the Armour of the Midsummer Sun
with both missile and close combat attacks.

9
GROMRIL GREAT HELM 30 points INSIGNIA OF THE QUEST 25 points
This ornate helm was a gift from the Dwarf King Those valiant knights who have worn the Insignia
Grundhar Irongut after a group of Questing of the Quest have almost all gone on to drink from
Knights broke a Greenskin siege of Karaz-a-Karak. the Grail – the Insignia is then handed down to
It bears a potent rune of protection and in its long another Questing Knight to aid him in his deeds.
history has never been so much as tarnished.
Questing Vow only. If the bearer of the Insignia of
The Gromril Great Helm gives the wearer a 6+ the Quest is ever reduced to 1 Wound, then the
armour save and allows them to re-roll failed Knight instantly gains a Ward Save (3+) as long as
armour saves. they remain at 1 Wound. If the character suffers an
attack that would kill him before he has gained this
ARMOUR OF AGILULF 25 points Ward save (such as Killing Blow or Multiple
It is believed that the knight Agilulf wore this Wounds), he will be reduced to 1 Wound, then may
armour, but in folklore it is claimed that Agilulf attempt his Ward Save (3+) to stay alive and nullify
never actually existed, and that the armour was any further wounds caused by the same hit.
possessed of a will of its own. When the knight was
slain, if indeed he was alive, the armour was found TOKEN OF THE DAMSEL 20 points
to be empty, and its shining brilliance gradually On the eve of battle, noblewomen often give their
faded until it was its current, dark colour. favoured knight a token of their support, such as a
lock of hair, a ribbon or a brooch. The knight will
Heavy armour and shield. The wearer of the carry these tokens with him, giving him strength in
Armour of Agilulf gains Weapon Skill 10. his time of need. Tokens given by damsels often
carry powerful enchantments.
THE GRAIL SHIELD 15 points
The Grail Shield has been blessed by each of the Lord or Paladin only. One use only. The wearer of
Grail Companions. It is said that its bearer will not the Token of the Damsel ignores the first wounding
grow a day older whilst it is in his possession. Hit suffered during the game.

Grail Vow only. Shield. The wearer gains +1 to the MANTLE OF THE
Ward save gained from the Blessing of the Lady. DAMSEL ELENA 10 points
Legend has it that Elena continued fighting the Orc
ORCBANE SHIELD 15 points Warlord Agbdrac even though she had lost her
This shield has a huge and bloody maw sculpted to sword, one eye and most of her lifeblood. This
its front, and has become an icon of terror and mantle is said to retain the heat of Elena's fiery
confusion for the Greenskin tribes that assail passion and her indomitable will to succeed despite
Bretonnia. the most grievous of injuries.

Shield. Any unengaged unit from Warhammer: The wearer of the Mantle of the Damsel Elena
Orcs & Goblins within 12" of the model with the gains the Immunity (Killing Blow, Poisoned
Orcbane Shield that must take an Animosity test Attacks) special rule.
fails it on a 1-2 instead of a 1.
BRAID OF BORDELEAUX 5 points
TALISMANS Said to be a braid cut from the hair of the god
Manann, this was a sacred artefact of the first
Duke of Bordeleaux. Its dark hair is entwined with
HOLY ICON 40 points
kelp and sea shells, and salt water constantly drips
This priceless triptych depicts the aspects of the
from it. When held in the hand and Manann
Lady and incorporates the heraldry of Bretonnia.
invoked, the caller is filled with divine energy,
Any under the auspices of this artefact find
though this can be a very draining experience.
themselves imbued with faith and become
practically immune to hostile magic.
The bearer of the Braid of Bordeleaux and any unit
they are with gain the Aquatic special rule.
The Holy Icon gives the bearer and any unit they
are with the Immunity (Psychology) and Magic
Resistance (3) special rules.

10
ARCANE ITEMS ENCHANTED ITEMS
PRAYER ICON OF QUENELLES 45 points THE MANE OF THE PUREBREED 30 points
Of all the Grail Companions, Duke Fredemund of The mane of Gilles' faithful steed is a revered relic
Quenelles was possibly the most devoted to the of Bretonnia. Strands of this precious artefact can
Lady of the Lake. When opened, this prayer icon be woven into a horse's mane, conferring the
displays a miraculously painted image of the Lady strength and fortitude of the Lord of all Horses
that inspires unfettered devotion. onto one of his bloodline.

The bearer of Prayer Icon of Quenelles and the unit Model on Warhorse only. The Mane of the
she is with gain a +1 bonus to the Ward Saves from Purebreed gives +1 Strength to all Warhorses in the
the Blessing of the Lady. unit the model is with.

SACRAMENT OF THE LADY 40 points ANTLERS OF THE GREAT HUNT 10 points


These thin, translucent wafers have been blessed by The knight's helm is adorned with a splendid set of
the Lady herself and imbued with the essence of antlers taken from the quarry of a great hunt, slain
Bretonnia's glory. When one is placed on the by the knight himself. The antlers denote
tongue, the owner lapses into throes of religious exceptional prowess as a horseman and hunter,
ecstasy as images of the fallen Grail Companions and bestow virility and long life.
flood their mind.
Lord or Paladin only. The model wearing the
The bearer may use the Sacrament of the Lady at Antlers of the Great Hunt and any unit they are
the start of any Bretonnian Magic phase. The with roll an additional dice when pursuing and
model adds 2D3 Power Dice to your power pool, discard the lowest result.
but may not cast any spells herself that turn. Each
time the Sacrament are used, roll a dice. On a 1 the BATTLE STONE OF
model has run out of wafers and after that turn the THE MARQUIS 10 points
Sacrament cannot be used for the remainder of the Michel d'un Doigt was a Bretonnian wizard who
game. laboured long and hard to create a series of
enchanted gemstones for use by the chivalric
THE VERDANT HEART 40 points knights of that realm. The Battle Stone is a
This pulsing, mossy stone of unknown origin glows glimmering red ruby that fills its bearer with vigour
with the light of life. All around the bearer, plants and energy.
thrive and prosper, with acorns sprouting into
saplings and saplings into oaks as the Verdant One use only. The Battle Stone may be used at the
Heart passes by. start of any close combat phase. The bearer (but not
any mount) gains +3 Attacks for this round of close
The Verdant Heart gives the bearer a +D3 bonus to combat.
the result of their spell casting attempts from the
Lore of Life. Roll for each spell casting attempt.

POTION SACRE 10 points


This protective potion is brewed from the tears of a
damsel whose champion has died in battle, mixed
with the holy water from a great Bretonnian
cathedral.

One use only. The Potion Sacre can be used before


rolling the dice to cast or dispel a spell. After the
dice are rolled, the player may add +1 to the result
of one dice. This may cause Ultimate Power or
prevent a Miscast.

11
MAGIC STANDARDS CONQUEROR'S TAPESTRY 25 points
This beautifully embroidered tapestry bears
VALOROUS STANDARD 25 points depictions of all the bearer's greatest victories. The
morning after a battle, the knight will wake to find
Knights who ride under this banner are filled with
his latest exploits delicately picked out in finest silk
thoughts of glory, and will sing lustily and cry for
thread.
the sheer joy of battle even when outnumbered a
hundred to one.
The unit carrying the Conqueror's Tapestry gains
+1 Combat Resolution Bonus for the remainder of
Unit with the Knight's Vow, Questing Vow or Grail
the game for every enemy unit destroyed in close
Vow only. The unit carrying the Valorous Standard
combat or through pursuit.
rolls 3D6 for all Leadership tests and discards the
highest result.
BANNERS OF CHALONS 10 points
TWILIGHT BANNER 25 points This magnificent banner is kept furled until the last
instant before a charge. When unfettered in all its
Woven from spider silk and embroidered with the
glory, foes become awestruck and are unable to
hair of nymphs and virgins, this banner can only be
tear their eyes from it.
seen by night. Its protectors can blend into the
ether for a few moments, passing through obstacles
Enemy units cannot choose Stand & Shoot as a
like ghostly shadows.
charge reaction against the unit carrying the Banner
of Chalons.
One use only. The Twilight Banner can be used at
the start of any of your Movement phases. For the
remainder of the Movement phase, the unit gains
the Ethereal special rule.

12
DAEMONS OF CHAOS
This section contains the rules and background for some of the most iconic and powerful magical
artefacts used by the Daemons of Chaos. These may be used in addition to the magic items found in
Warhammer: Daemons of Chaos and the Warhammer rulebook.

MAGIC WEAPONS TORMENT BLADE 10 points


This sword is coated with a paralysing venom, a
dose of which renders the victim utterly immobile.
THE ETERNAL BLADE 65 points
According to legend, this weapon has been present
Daemon of Slaanesh only. A model that suffers one
at every major battle since the dawn of time. It was
or more unsaved wound from the Torment Blade
a sword during the Sack of Braquiron, an axe on
must pass a Leadership test. If failed, they may not
the slaughter-fields of Naggra. At the Siege of
attack that close combat phase.
Kislev, it was a spear in the hand of De'voth the
Devolved and, after his death, the dagger that stole
the life of the Tsar. Ownership of the Eternal Blade ARCANE ITEMS
is a guarantee of earning great worldly renown –
at least so long as it consents to the bearer's will. STAFF OF NURGLE 35 points
The Staff of Nurgle consists of a rotting head on a
Roll a D3 at the start of each round of combat – the staff that continuously exudes pus and filth. Within
bearer’s Weapon Skill, Strength, Initiative and this rod is bound the essence of a particularly
Attacks are increased by this amount until the end loathsome Plague Daemon, who chortles with
of the phase. horrible delight when his pox-ridden power is
unleashed on a deserving foe.
ETHERBLADE 45 points
This weapon flickers in and out of reality at the Daemon of Nurgle only. Bound Spell, Power Level
Daemon's merest command, allowing it to bypass a 5. The Staff of Nurgle contains the Rancid
foe's defences and cut into the soft flesh beneath. Visitation spell from the Lore of Nurgle.

Daemon of Slaanesh only. The Etherblade gives the WAND OF WHIMSY 30 points
wielder the Ignores Armour Saves special rule. In This stave was carved from the bones of Krysothos,
addition, enemy models Wounded by it must re-roll a Lord of Change who dared to steal a portion of
successful Ward saves. Tzeentch’s sorceries. Krysothos is gone now, bound
to a feathered grimoire, but his bones linger still
FIRESTORM BLADE 25 points and steal magic whenever then can – magic that
The runes upon this brazen axe still glow from the their wielder can harness to his own ends.
heat of its forging upon Khorne's anvil.
Daemon of Tzeentch only. Whenever the bearer
Daemon of Khorne only. The Firestorm Blade successfully casts or dispels a spell, roll a D6 – the
gives the wielder the Flaming Attacks special rule Wand of Whimsy gains a charge token on a roll of
and allows them to re-roll failed rolls To Wound. 5+. The Wand of Whimsy grants the bearer a bonus
to both Strength and Attacks equal to the number of
BLADE OF BLOOD 15 points charge tokens for the remainder of the game.
This weighty blade trembles with a portion of
Khorne’s boundless rage; its strike crushes not THE CHROMATIC TOME 25 points
only flesh and armour, but the victim’s very soul as Inked upon these pages are the fundamental secrets
well. of the Winds of Chaos. Alas, the grimoire is a fickle
and mischievous Daemon, little given to
Daemon of Khorne only. Attacks made with the cooperation. But then, what else would one expect
Blade of Blood are resolved at +1 Strength and of a Lord of Change forced into a new form for
have the Killing Blow special rule. rebellious deeds?

Daemon of Tzeentch only. You can choose to re-


roll the Winds of Magic dice in your turn.
However, if you do so, your opponent can also re-
roll the Winds of Magic dice in their turn if they
wish. In either case, all of the Winds of Magic dice
must be re-rolled.

13
ENCHANTED ITEMS THE ROCK OF INEVITABILITY 25 points
Deep in the Realm of Chaos sits the Inevitable City.
THE PORTALGLYPH 25 points It is an ageless edifice that lies ever distant from
those who seek to reach it, and shadows every step
When the mad mage M'kar created the Portalglyph,
taken by those who wish to escape it. The city has
he did so to lure Daemons to his service. Alas,
been destroyed many times, but has always rebuilt
M'kar s plans seemingly went awfully awry, for
itself – and always will so long as a single stone
though the Daemons spilled through the breach
remains. Indeed, if but one worn brick from its
they returned home soon enough, with both M'kar
walls is planted in the mortal realm, it is said that a
and the Portalglyph in their grasp. The Portalglyph
new city will soon arise.
has been seen many times since. Its creator, on the
other hand, seems to have vanished...
One use only. The bearer of the Rock of
Inevitability can use it at the end of any Movement
If your army contains the Portalglyph, you can
phase. Place a cursed bulwark (an obstacle up to 8"
choose to keep a single unit in the Realm of Chaos
long) anywhere within 6" of the bearer. It cannot be
instead of deploying it at the start of the game. The
placed on top of (or within 1" of) a unit, or placed
Portalglyph can be placed in any of your
on a terrain feature other than a hill. At the end of
Remaining Moves sub-phases. If the bearer is slain,
each of your turns, roll a D6. On a score of 1-3
he must immediately place the Portalglyph before
nothing happens. On a score of 4-5 place a further
being removed as a casualty. In either case, place a
cursed bulwark (this does not require the character
counter or other suitable marker within 12" of the
to be within 6"). On a score of 6 place a cursed
bearer and scatter it 3D6" (6D6" if he was slain). If
tower (a two story-building up to 6" in diameter).
the counter ends up off the board, or within 1" of a
unit or impassable terrain, alter the scatter distance
Cursed terrain features placed in this way must be
by the smallest amount possible to ensure the
positioned touching an existing cursed terrain
counter is placed 1" before or beyond the
feature, and cannot be placed on top of a unit, or a
obstruction.
terrain feature other than a hill or forest. If the
terrain feature cannot be placed, or you don’t have
Once the Portalglyph has been placed, the unit in
the relevant terrain feature, then nothing is placed.
the Realm of Chaos can enter play through the
Any unit from the Forces of Order within 6" of a
Portalglyph during the Remaining Moves sub-
cursed tower or cursed bulwark suffers a -2 penalty
phase of any subsequent friendly turn. When the
to their Initiative.
unit does so, place it facing any direction, provided
that: the rear of the back rank is in base contact
with the counter, no model is more than 12" from
the counter, and the unit is not within 1" of another
unit, impassable terrain or the board edge. The unit
can then move normally (but not march).

14
MAGIC STANDARDS BANNER OF HELLFIRE 35 points
This standard is woven from the wrath of the Chaos
STANDARD OF CHAOS GLORY 60 points Gods, and can unleash their fiery fury at all foes.
This banner constantly flickers in and out of
Bound Spell, Power Level 5. The Banner of
existence, creating a tear in reality through which
Hellfire contains a direct damage spell that targets
the power of the Dark Gods flows evermore
all enemy units within 6" (including units in close
strongly.
combat). The target units suffer D6 Strength 5 Hits
with the Flaming Attacks special rule.
The Standard of Chaos Glory allows all friendly
units of Daemons within 12" to roll 3D6 for their
SKULL TOTEM 25 points
Daemonic Instability tests and discard the highest
The pole of this banner is thick-set with the
result.
captured skulls of Khorne's victims, each marked
GREAT STANDARD with a brass-etched rune of slaughter.
OF SUNDERING 50 points
Daemon of Khorne only. The unit carrying the
Runes of warding crowd close about this banner,
Skull Totem can March three times their normal
their power focused to deny enemy wizards access
Movement value.
to the winds of magic and dissipate those spells
that cause Daemons most harm. ICON OF SORCERY 25 points
The runes upon this banner seem to swirl and
After both armies have been deployed, but before
distort with each passing second, constantly
the roll for first turn, choose any Lore of Magic. All
seeking the ideal configuration for the capture of
Wizards suffer a -2 penalty to cast spells from that
magical energies.
Lore. In addition, any spells cast from the Lore of
Light will miscast on the roll of a double 1's and
Daemon of Tzeentch only. The unit carrying the
2's.
Icon of Sorcery gains a +1 bonus to the result of
their spell casting attempts.
GREAT ICON OF DESPAIR 40 points
All who look upon this unholy standard see their STANDARD OF SEEPING DECAY 25 points
innermost fears reflected upon its ragged cloth.
A pervasive aura of pestilence surrounds this moth-
eaten banner, sapping the health of all around it.
All enemy units with Line of Sight to the Great
Icon of Despair suffer a -1 penalty to their
Daemon of Nurgle only. The unit carrying the
Leadership. This standard has no effect on models
Standard of Seeping Decay re-roll failed rolls To
with Immunity (Psychology).
Wound.
BANNER OF UNHOLY VICTORY 40 points SIREN STANDARD 25 points
Rays of dark light shimmer and weave in the air
A daemonic Siren is imprisoned in this banner, its
about this standard, scouring scenes from
seductive song lulling the senses of all who hear it.
thousands of the Chaos Gods' victories upon the
flesh of those who oppose its bearer.
Daemon of Slaanesh only. Any enemy unit charged
by the unit carrying the Siren Standard can only
The unit carrying the Banner of Unholy Victory
choose Hold as a charge reaction. This standard has
gains a +D3 combat resolution bonus.
no effect on models with Immunity (Psychology).

15
DARK ELVES
This section contains the rules and background for some of the most iconic and powerful magical
artefacts used by the Dark Elves. These may be used in addition to the magic items found in Warhammer:
Dark Elves and the Warhammer rulebook.

MAGIC WEAPONS THE HYDRA'S TEETH 25 points


Taken from the corpse of a slain War Hydra, each
of these fangs is finely sculpted into a skeletal
EXECUTIONER'S AXE 65 points
figurine. They are enchanted with dark magic to
The Executioner's Axe is a huge, black-bladed
summon forth those slain by the Hydra while it was
weapon bound with spells of dismemberment. A
alive.
single blow from it can cut any opponent in half.
The Hydra's Teeth fires using the following profile:
Infantry only. Great weapon. In close combat, the
wielder of the Executioner's Axe counts as having a
Range: Strength: Special Rules:
Strength double that of their target's Toughness. In
12" 3 Multiple Shots (5),
addition, any attacks made with the Executioner's
Quick to Fire,
Axe have the Multiple Wounds (D3) special rule.
Sniper
VENOM SWORD 50 points
LIFETAKER 25 points
The Venom Sword is quenched in the poison of a
Lifetaker is a repeater crossbow fashioned from
thousand malicious serpents. When it strikes,
blackest steel, with bolts dipped in the venom of a
mystical poisons flow into the veins of its victim.
Black Dragon.
Any model that takes an unsaved wound from the
Repeater Crossbow. Lifetaker fires using the
Venom Sword must pass a Toughness test on 2D6
following profile:
or automatically lose all remaining wounds, with
no saves allowed. This has no effect on models
Range: Strength: Special Rules:
with Immunity (Poisoned Attacks).
30" 4 Armour Piercing (1),
HEARTSEEKR 40 points Multiple Shots (3)
Heartseeker has an uncanny ability to find the
Lifetaker always hits on a roll of 2+, regardless of
heart of a living thing. Dark Elves delight in its
any normal To Hit modifiers.
ability to destroy the life force of their victims.
WEB OF SHADOWS 25 points
The model wielding Heartseeker may re-roll all
failed rolls To Hit and To Wound in close combat. Woven from the hair of Witch Elves and studded
with ensorcelled Harpy fangs, a victim caught in
SWORD OF RUIN 20 points the Web of Shadows will be ripped to shreds.
This magical sword can cleave through armour as
One use only. The model can choose to use the
if it were air.
Web of Shadows instead of making any normal
attacks that round. When used, one model in base
Attacks made with the Sword of Ruin have the
contact with the character automatically takes 2D6
Armour Piercing (4) special rule.
Strength 3 hits. Wounds caused do not carry over
DAGGER OF HOTEK 25 points on to other models. A model with the Web of
Shadows may instead choose to use a mundane
Created by Hotek, a renegade priest of Vaul, this
weapon in any round of combat.
blade allows the wielder to strike with blinding
speed.
CALEDOR'S BANE 15 points
This dire lance is etched with the fiery blood of
Additional hand weapon. The Dagger of Hotek
Dragons and is much feared by High Elf Princes
gives the wielder the Always Strikes First special
from the realm of Caledor.
rule.
Lance. Caledor's Bane gives the wielder the
Devastating Charge special rule, and attacks made
with it ignore Natural Armour.

16
DEATHPIERCER 20 points ARMOUR OF DARKNESS 25 points
This lance is tipped with a blade carved from the Forged from black meteoric steel, this suit is
claws of two dozen Cold Ones. It leaves ragged almost impossible to pierce.
wounds that see its victims swiftly bleed to death.
Heavy armour. The Armour of Darkness gives the
Lance. Attacks made with Deathpiercer have the wearer a 1+ armour save.
Killing blow special rule.
SHIELD OF GHROND 25 points
SOULRENDER 10 points Shaped into the leering face of an Ice Daemon, the
When it was forged, this long blade was quenched shield of Ghrond is imbued with the power of the
in a Cauldron of Blood and can slice through steel magical North wind, which robs attacks of their
as easily as bone. force.

Great weapon. Attacks made with Soulrender have Shield. The Shield of Ghrond causes all Hits on the
the Armour Piercing (1) special rule. model to be resolved with -1 Strength.

DRAICH OF DARK POWER 30 Points BLOOD ARMOUR 15 points


This mighty two-handed, curved blade is deadly When anointed with the blood of the foe, this
when wielded by a skilful swordsman, easily able to armour becomes ever more endurable.
carve through armour and bone with deadly grace.
Heavy armour. For every unsaved wound the
Model on foot only. Great Weapon. The wielder of wearer of the Blood Armour inflicts in close
the Draich of Dark Power ignores the normal combat, their armour save is improved by one point
Initiative penalties from great weapons and gains to a maximum total of 1+ for the remainder of the
the Killing Blow special rule. game.

BLADE OF SPITE 20 points TALISMANS


This barbed blade constantly oozes venom, giving
its dark metal an oily sheen. Even the slightest cut PENDANT OF KHAELETH 60 points
quickly enflames, causing the victim considerable
Worn by the first High Mistress of the Dark
pain, and eventual death.
Convent, this amulet's protective aura grows
greater the stronger the blow landed upon it.
Any To Hit roll of 5 or 6 with the Blade of Spite
automatically Wound. Armour saves apply as
The Pendant of Khaeleth gives the bearer a Ward
normal. This has no effect on models with
Save based upon the Strength of the hit. Roll a D6
Immunity (Poisoned Attacks).
for every wound suffered by the wearer; on a roll
lower than the Strength of the Attack, the Wound is
MAGIC ARMOUR saved. Rolls of 6 always fail.

ARMOUR OF ETERNAL HEART-STONE OF DARKNESS 35 Points


SERVITUDE 40 points Blood red and pulsing, this stone wards off the
Oaths of loyalty and dedication to Khaine were most powerful of blows.
sworn at the time of the armour's forging, and the
wearer is granted extended life to serve their god. The Heart-stone of Darkness gives the bearer the
Ward Save (4+) special rule against close combat
Heavy armour. The wearer of the Armour of attacks.
Eternal Servitude gains the Regeneration (4+)
special rule. RING OF DARKNESS 40 points
Billowing black smoke emerges from the opal set
CLOAK OF HAG GRAEF 35 points into this ring, clouding the wearer's position.
Made from the scales of Aggraunir, the first Sea
Dragon to be captured by the Dark Elves, the The Ring of Darkness causes all close combat
Cloak of Hag Graef can withstand the harshest of attacks directed against the bearer to be resolved at
blows. half their normal Weapon Skill (rounding up). Any
missile attacks directed at the model or their unit
Sea Dragon Cloak. Any missile attack on a model resolved at half their normal Ballistic Skill
wearing the Cloak of Hag Graef has its Strength (rounding up).
halved (rounding up) before rolling To Wound.

17
CROWN OF BLACK IRON 35 points ARCANE ITEMS
Made by Furion of Clar Karond, the Crown of
Black Iron captures Dark Magic and oozes a WAND OF THE KHARAIDON 35 Points
sinister daemonic shadow which protects the
A powerful item of dark sorcery, this wand
wearer.
unleashes the powers of the fell daemon Kharaidon
on command.
The Crown of Black Iron gives the bearer the Ward
Save (5+) special rules. In addition, they are
Bound Spell. Power Level 4. Wand of the
completely immune to the effects of the Lore of
Kharaidon contains the Doombolt spell from the
Light and Lore of High Magic.
Lore of Dark Magic.
AMBER AMULET 20 points
BLACK STAFF 35 points
This enchanted talisman is carved from the heart of
A Black Staff is the much-desired talisman of one of
the largest black tree in the Petrified Forest.
the six High Mistresses of the Convent of
Sorceresses.
The wearer of the Amber Amulet gains the
Regeneration (5+) special rule.
Bound Spell, Power Level 4. The Black Staff
contains the Power of Darkness spell from the Lore
SEAL OF GHROND 25 points
of Dark Magic.
This iron seal is blessed by the priestesses of
Khaine to ward away hated magic.
TOME OF FURION 15 points
Dark Magic is destruction incarnate – even its most
The Seal of Ghrond adds +1 Dispel dice to your
basic precepts are corrosive to mind, body and
dispel pool at the start of every enemy Magic
soul. Few tomes containing its secrets therefore
phase.
exist, for mere paper and papyrus smoulder to
naught within decades of being inked with such
NULL TALISMAN 10 points
sigils. The Tome of Furion is a rare exception to
These silver pendants ward away the energy of
this rule. Its pages are flayed Orchide, but the book
Chaos.
endures its burdens thanks only to the carefully
layered enchantments Furion bound into its covers.
The model carrying the Null Talisman, and any
The letters inscribed within writhe and shift like
unit they are with, gain a +2 bonus to dispel enemy
living creatures, and the pages are warm to the
spell targeting them directly.
touch even in the dead of winter.
CHARM OF HOTEK 10 points
The bearer of the Tome of Furion gains the
These much-adulterated fragments are all that Loremaster (Lore of Dark Magic) special rule.
remains of the tools used by Hotek to forge the
black armour of Malekith, the Witch King of the SOULSTONE 25 points
Dark Elves. This foul armour restored the Dark
This gem holds the tortured soul of a sacrificed
Elf’s strength to his withered and fire-blasted body.
wizard. If a Sorceress is in danger of losing control
Though the armour would be fused to his body,
of her magic she can feed the captured soul to
thus heralding the birth of the dread Witch King,
Daemons to save herself.
the tools were set aside, forgotten for a time. An
apprentice stole them with the intent to fashion a
One use only. The Soulstone makes the Sorceress
suit of armour for himself but the effort destroyed
immune to the effects of her first Miscast.
him. The tools were later scattered throughout the
lands. After thousands of years, the tools FOCUS FAMILIAR 20 points
themselves have been reduced to fragments, with
An impish familiar accompanies the Sorceress,
most destroyed.
through which she can direct her powers. This
allows her to target enemies further away and out
The model wearing the Charm of Hotek gains a 6+
of sight.
Armour Save and the Immunity (Flaming Attacks)
special rule.
The Focus Familiar allows the wielder to cast spells
from a different position on the battlefield. Place a
marker at the start of each Dark Elf Magic phase
within 6" of the Sorceress and at least 1" away
from units or impassable terrain. She may use this
position when determining range and line of sight
for her spells.

18
DARKSTAR CLOAK 20 points PEARL OF INFINITE BLEAKNESS 20 points
Woven into the fabric of this cloak is the essence of Swirled with red and black veins, this magical
a star stolen from the night sky of Nagarythe. pearl emits an aura of soul-numbing depression.

The Darkstar Cloak gives the Sorceress +1 Power The model bearing the Pearl of Infinite Bleakness
dice in each of your Magic phases. Only she may and any unit they are with gain the Immunity
use this extra dice. (Psychology) special rule.

ENCHANTED ITEMS THE GUIDING EYE 20 points


Wrought in black iron with an oval ruby at its
centre, the Guiding Eye grants mystical sight to the
DEATHMASK 35 points
wearer.
Made from enchanted gold of the Blackspine
Mountains, the Deathmask depicts Khaine in his
The bearer of the Guiding Eye and any unit they
aspect of the Deathbringer, the merciless slayer.
are with may re-roll 1's To Hit with missile
weapons.
The wearer of the Deathmask causes Terror.
THE CLOAK OF DARK SOULS 15 points
RUBRIC OF DARK DIMENSIONS 25 points
This billowing cloak of the darkest shadows
By opening this device the bearer creates a gate
envelops the wearer, allowing them to pass by
into a dimension of pure evil.
almost unnoticed.
Bound spell. Power level 5. The Rubric of Dark
Model on foot only. The wearer of the Cloak of
Dimensions contains a direct damage spell which
Dark Souls gains the Scouts special rule.
targets all enemy models in base contact with the
caster. The target models must pass a Strength test
CRYSTAL OF MIDNIGHT 15 points
or be sucked into the dimension of Eternal
Inside this black glowing crystal is a malignant
Nightmares and removed as casualties with no
captured spirit, which can be unleashed to seek out
saves except Magic Resistance allowed.
the mind of an enemy magic user and steal their
ORB OF GHROND 20 points thoughts.
Ghrond lies in the frozen north of the Witch King’s
One use only. Nominate another enemy Wizard
domain. A black tower, it rises like a spear from its
anywhere on the table at the start of any Dark Elves
mountain spur. Here, foul sorcerers stare into the
turn. The Wizard must pass a Leadership test on
abyss that is the Realm of Chaos to catch glimpses
3D6 or lose one randomly determined spell for the
of the future within the changes of the
rest of the battle.
multicoloured storms raging there. Occasionally, a
tendril of raw energy snakes out and licks the
GEM OF NIGHTMARES 10 points
stones of the mountain, creating black orbs that
When the magic of this dark stone is unleashed, the
serve as windows into this terrible place. The
bearer is surrounded by a vortex of whirling,
sorcerers smooth these stones and use them to
wailing apparitions that burn with dark flames.
divine the future to report back to the Witch King to
help him plot his foul strategies for launching
One use only. The Gem of Nightmares can be used
attacks against the world. And very rarely, some
at the start of any turn. Until the end of that turn,
daring or foolish individual steals an orb for the
the model and any unit it is with has the Fear
promises of power they are sure to hold. This
special rule.
obsidian ball offers a terrible glimpse into the
Realm of Chaos, revealing fragments of the future
in the swirling vortex of maddening energies.

The model carrying the Orb of Ghrond may consult


it at the start of each of your turns as long as they
are not in close combat. If they do so, they must
take a Stupidity test. If passed, the model may re-
roll any failed roll To Hit and To Wound and re-
roll one power or dispel dice until the start of your
next turn.

19
MAGIC STANDARDS BANNER OF MURDER 25 points
This standard is steeped in the blood of sacrificial
HYDRA BANNER 50 points victims, its murderous aura instilling a thirst for
Imbued with the magic of Hekarti the Hydra death and carnage in those carrying it aloft.
Queen, this banner quickens the reflexes so that
The unit carrying the Banner of Murder rolls an
those nearby strike with her own speed and
additional dice when calculating their charge
savagery.
distance and discards the lowest result.
All models in the unit carrying the Hydra Banner
SOUL SHADOWS STANDARD 25 Points
gain +1 Attack in the first round of any close
This shadowy banner hides the intent of those
combat (including mounts).
beneath it.
STANDARD OF HAG GRAEF 50 points
The unit carrying the Soul Shadows Standard gains
Under the mystical influence of this serpentine
the Feigned Flight part of the Fast Cavalry special
banner, warriors strike with astounding speed.
rule.
The unit carrying the Standard of Hag Graef gains
the Always Strikes First special rule.
STANDARD OF SLAUGHTER 20 points
Anointed with the blood of an Ulthuan Elf, this
BANNER OF COLD BLOOD 30 points banner imbues its regiment with a bitter
Soaked in the blood of slaughtered Lizardmen, the determination.
presence of the Banner of Cold Blood imbues those
who carry it with cold-blooded discipline. The unit carrying the Standard of Slaughter gains
+D3 to their combat resolution bonus on any turn
The unit carrying the Banner of Cold Blood rolls the unit charges.
3D6 for all Leadership tests and discards the
highest result. SACRIFICIAL BANNER 25 points
Covered with arcane patterns daubed in blood and
SEA SERPENT STANDARD 25 points draped in ornate sigils and charms the sacrificial
The legendary standard of Kaldour the Visionary, banner looks impressive, but its real purpose is
this banner carries the device of a monstrous rarely explained to those troops "honoured" with
serpent. its care. It is enchanted with the sole purpose of
enraging and attracting the ire of the gigantic
Corsairs only. The unit carrying the Sea Serpent monsters that prowl the world, so that a canny
Standard gains the Frenzy special rule. general can dictate the movement of his enemy
most powerful ally.

All Monsters except Animated Constructs with


Line of Sight to the unit carrying the Sacrificial
Banner gain the Berserk Rage portion of the Frenzy
special rule and must declare a charge against the
unit bearing the sacrificial banner if possible.

20
THE EMPIRE
This section contains the rules and background for some of the most iconic and powerful magical
artefacts used by the Empire. These may be used in addition to the magic items found in Warhammer:
The Empire and the Warhammer rulebook.

MAGIC WEAPONS SPEAR OF THE HIEROPHANT 35 points


This silver-headed spear was forged in the Pyramid
of Light during the Great War Against Chaos.
SWORD OF SIGISMUND 40 points
Blucher, the captain of Magnus the Pious’ personal
This sword, wielded in the crusades by the Grand
guard, carried it into battle, where the spear
Master of the Knights Panther, once belonged to
proved most effective against Daemons. When the
Emperor Sigismund and has been passed down
war was won, Blucher returned to his home village
through all the Princes of Altdorf since then.
and a hero’s welcome.
The Sword of Sigismund gives the wielder +1
Spear. Against models with the Daemonic special
Strength and the Always Strikes First special rule.
rule, all attacks made with the Spear of the
Hierophant gain +1 Strength and any successful
SWORD OF FATE 35 points
Ward Saves must be re-rolled.
The blade of this enchanted weapon was forged
beneath a spiteful moon and has been enchanted SWORD OF RIGHTEOUS STEEL 30 points
with bitter tears to be the undoing of one specific
Swords made of the purest steel can be blessed by a
foe.
priest of Sigmar to greatly enhance the fighting
skills of their wielder. Each swift blow seeks out the
At the beginning of the battle, nominate one enemy
enemy's vitals and is almost impossible to parry.
Character or Monster. The Sword of Fate will
Wound that model on a 2+ with the Ignores
The Sword of Righteous Steel makes the wielder
Armour Saves and Multiple Wounds (D3) special
always Hit any opponent on roll of a 2+. In
rules.
addition, any successful Parry saves must be re-
rolled.
SWORD OF POWER 35 points
Forged from the hardest star metal, the wielder of THE GRIFFON CLAW 20 points
this weapon is bestowed with supernatural
The Griffon Claw is an exquisite weapon. It has a
strength, his every blow is able to smash through
slender Dwarfen forged gromril blade with a hilt
the thickest of armour with ease.
fashioned to look like a claw. The weapon has a
keen intelligence, moving on its own accord to
The Sword of Power gives the wielder +2 Strength
strike its opponent’s more vulnerable spots. Griffon
and the Armour Piercing (1) special rule.
Claws, of which there are but a few, are awarded
to the best swordsmen in the Empire, and warriors
DAEMONSLAYER BLADE 35 points
who gain these weapons are loath to part with
A Daemonslayer Blade is enchanted against
them, passing them down, generation after
Daemons. Its touch sears their flesh and causes
generation.
agonising Wounds.
The Griffon Claw gives the model +1 To Hit in
Against models with the Daemonic special rule, all
close combat as well as the Armour Piercing (1)
attacks made with the Daemonslayer Blade gain +1
special rule.
To Wound with the Multiple Wounds (D3) special
rule.

21
HAMMER OF JUDGEMENT 20 points MAGIC ARMOUR
This mighty hammer was said to have been carried
into battle by Frederick the Bold, great- ARMOUR OF TARNUS 35 points
grandfather of Emperor Karl Franz. Its mighty
This armour was worn by the warrior wizard
strikes not only crush flesh and bone, but evil
Frederick von Tarnus. Such was the power invested
spirits are cast to ruin as well.
in the armour's forging that von Tarnus' own magic
was unaffected by its protection.
Models hit by the Hammer of Judgement must take
a Toughness test for every hit suffered. If the test is
Light armour. The Armour of Tarnus gives the
failed, the hit wounds automatically with the
wearer a Ward Save (5+). In addition, this armour
Ignores Armour Saves special rule. If the test is
can be chosen by Wizards even though they are not
passed, roll to wound and take armour saves as
normally allowed to wear armour.
normal.
SHIELD OF THE MEDUSA 15 points
COLD IRON BLADE 20 points
The image on this shield represents the head of a
Ancient lore claims that only iron weapon shaped
Medusa, a hideous monster said to dwell in the
without the use of fire can harm the spirits that
harsh lands of Naggaroth. Enemies try to avoid its
infest certain regions of the world. Only the
gaze, for the eyes of a Medusa are rumoured to
strongest of smiths can perform such a feat,
turn living creatures to stone.
hammering the metal into shape with brute strength
before such artefacts are enchanted. Though the
Shield. The Shield of the Medusa causes one
results are always crudely shaped, their potency
enemy model of your choosing to suffer a -1
against ephemeral creatures is unquestionable.
penalty to their Attack characteristics.
The Cold Iron Blade gives +1 Strength to the
wielder. Against models with the Ethereal special TALISMANS
rule, it automatically Wounds.
AMULET OF THRICE-BLESSED
BLESSED SWORD 20 points COPPER 35 points
A blade of purest meteoric iron mixed with ground After killers failed to assassinate the Emperor in
diamonds and carrying the blessing of a Dwarf 1499 IC, a merchant from distant Cathay presented
Runepriest. Such weapons are made under the the monarch with this amulet. It was a small disk of
supervision of Dwarf smiths in lands throughout copper carved with strange sigils. While the
the Old World. It makes the wielder a superior Emperor gratefully accepted the item, he had no
fighter to virtually any opponent they are likely to love for magic or anything of the sort, and so, he
encounter and can hit their foes more easily. promptly had the merchant executed and ordered
the Amulet destroyed. But the guard tasked with the
All failed To Hit rolls made with the Blessed duty kept it instead, selling it for a tankard of ale. It
Sword may be re-rolled. changed hands many times, finally resurfacing
briefly during the Great War Against Chaos, when
WYRMSLAYER SWORD 10 points a Captain who, after a failed poisoning by a
The blade of Ulfdar the Berserker, who fought Cultist, noticed its change of colour when it came
alongside Sigmar at Black Fire Pass, the close to the poisoned wine. It was lost again shortly
Wyrmslayer Sword has been the doom of many a after the Captain was stabbed to death on the night
monster that has menaced the Empire. following.

The Wyrmslayer Sword makes the wielder Wound All enemy attacks targeting the model wearing the
on a 4+ or better, and ignores Natural Armour. Amulet of Thrice-Blessed Copper suffer -1 To
Wound. In addition, the bearer gains the Immunity
(Poisoned Attacks) special rule.

HOLY RELIC 25 points


The most famous holy relic in the Empire is the
icon of Sigmar carried by the Arch Lector of Nuln,
a token which is said to grant the bearer great
fortitude.

The Holy Relic gives its bearer +1 Toughness and


the Immunity (Psychology) special rule.

22
JADE AMULET 20 points SEAL OF DESTRUCTION 15 points
Many favoured priests of the Order of the Silver Seven of these seals were originally crafted under
Hammer in the Sigmarite cult bear Jade Amulets. Elven tutelage, each capable of draining the
Most are ancient, and have been passed from priest knowledge of a spell from the mind of an enemy
to priest for centuries. It is believed that Jade Wizard.
Amulets contain fragments of the Jade Griffon, an
artefact of extreme power and importance to the One use only. After the bearer of the Seal of
Sigmarite cult. They are typically carved into the Destruction manages to successfully dispel an
shape of twin-tailed comets or a griffon claws, and enemy spell, they may choose to use the Seal. If
some are permanently attached to intricately they do so, roll a D6. On a 4+, the spell cannot be
carved breastplates. Jade Amulets are occasionally used by that Wizard for the rest of the game.
presented by the Grand Theogonist as a reward for
great services to the Empire and the Cult of CRYSTAL BALL 5 points
Sigmar. Nothing is hidden from the inquisitive gaze of
Wizards using this powerful scrying device.
The Jade Amulet allows the wearer to ignore the
first wounding Hit they suffer. The Crystal Ball allows the wearer to pick one
enemy unit anywhere on table at the start of each of
THE CRIMSON AMULET 20 points your turns. Your opponent must reveal all Magic
Originally possessed by a tribal chieftain at the Items, Hidden models and the like that unit might
time of Sigmar, legends say that the bearer of this have.
rough-hewn pendant is capable of performing
exceptional displays of strength and agility. ENCHANTED ITEMS
The Crimson Amulet gives the wearer the Ward
HELSTURM'S STAFF 30 points
Save (6+) special rule. In addition, they
Contrary to its name, Helsturm’s Staff was never
automatically pass any Characteristic tests they
actually wielded by Johann Helsturm, the first
have to take.
Theogonist. Instead, it contains a fragment of his
SIGIL OF SIGMAR 10 points robes. It served as the symbol of office for almost a
thousand years, but vanished during the upheavals
The symbol of Sigmar may take many forms such as
following the Black Plague of 1111 IC. Once some
a twin-tailed comet, hammer, crown or griffon.
semblance of stability was restored, the cult of
Regardless of form, each has the power to protect
Sigmar created a facsimile of the original to serve
the wearer from the ravages of hostile magics.
in its stead.
The Sigil of Sigmar gives the bearer a Ward save
Arch Lector only. The model carrying Helsturm’s
(4+) against all enemy spells.
Staff and any unit they join roll 3D6 for all their
Leadership tests and discards the highest result.
ARCANE ITEMS
DOOMFIRE RING 30 points
CHALICE OF FATE 55 points Forged by the first Bright Wizards, the Doomfire Ring
This beautiful golden chalice was created by three circulated among the Apprentice and Journeyman
mighty Empire Wizards, who enchanted it to attract Wizards to better serve the Empire in the Great War
the winds of magic. The chalice draws the winds of Against Chaos. The Doomfire Ring, made of dark
magic towards itself, allowing the bearer to control iron carved with arcane sigils and set with a
and channel the magical energy that swirls above cluster of flame rubies, contains a powerful spell
the battlefield. that allows its master to cast fire upon his enemies.

The Chalice of Fate allows the Wizard to re-roll Bound Spell, Power Level 5. The Doomfire Ring
failed Channelling rolls. contains the Burning Head spell from the Lore of
Fire.
GREY WAND 40 points
The Archmage Ptolos of the Grey College won this
wand at the Battle of Blood Keep.

The Grey Wand gives the wielder a +D3 bonus to


the result of their spell casting attempts.

23
BOOTS OF BOVVA 15 points RING OF ST. HORST 20 points
Bovva was the apprentice of Rathnugg, the most St. Horst, who lived during in the century following
famous boot maker of all time. Charged with the foundation of the Empire, was an early
cobbling a set of footwear suitable for a Count, proponent of Sigmar’s divinity. He walked the
Bovva worked hard to produce the finest boots of roads, preaching the words of the Heldenhammer
his career. He worked for two weeks, striving for and promoting the unity of the Empire. After many
both comfort and durability, believing he had years of wandering, Horst came to Middenheim,
achieved his life’s work upon finishing. But when the centre of the cult of Ulric, and proclaimed
the Elector Count of Stirland saw the pair, he was Sigmar’s divinity. A riot ensued and Horst was
unimpressed, believing Bovva was making a fool of slain. When the flesh had rotted away, the faithful
him. The noble had poor Bovva hung from the of Ulric smashed his bones with their warhammers.
shop’s rafters and gave the boots to the stable boy, It is said his remains were powdered so completely
who had much success throughout the rest of his that only a single tooth survived. That tooth was
days. recovered by one of Horst’s followers, who encased
it in a brass ring inscribed with a twin-tailed
Model on foot only. The model wearing the Boots comet.
of Boova gains the Stomp special rule, but it only
inflicts D3 hits rather than D6. The model carrying the Ring of St. Horst and any
unit they join may re-roll any failed Leadership
ICON OF MAGNUS 20 points test.
The presence of this revered relic among their
ranks fills the soldiers with faith and strengthens THE SILVER HORN 15 points
their resolve. They will fight on even against the The Horn of Defiance is an elegant long and
most dreadful of enemies. curved hunting horn which contains the magical
energy of its maker, the great silversmith van
The Icon of Magnus gives the bearer and any unit Estregal. When blown, all who hear the horn's
they are with the Immunity (Terror) special rule. musical tones are filled with courage and
empowered with a bitter defiance of the enemy.
SKULL CHARM 20 points
Skulls are a popular device and charm for soldiers Bound Spell, Power Level 3. The Silver Horn
of the Empire, for everyone knows the soul resides contains an augment spell that targets all fleeing
in the head. And, what better way is there to learn friendly units within 24". The target units will
from your enemies than to capture their spirits? automatically Rally.
Often little more than a reflection of a people’s
obsession with death, a few of these skulls become DAZH'S FLINT 5 points
magical over time, enhanced by the concentration This odd wedge-shaped piece of volcanic rock was
of belief and veneration of the people about them. uncovered in the Dark Lands by Grugni Goldfinder
Priests of Morr ritually enchant the skulls to – a famous Dwarf treasure hunter. He believed he
improve the resolve and skill of the soldiers who found a tooth of Dazh, the Kislev God of Fire and
use them. The most remarkable Skull Charms are the Sun, for it ignited whatever it touched.
those that retain the capacity for speech, offering Dropping it into his pack, he travelled back to his
good (or bad) advice to their owners. When such a home, but once he arrived and looked inside of his
Skull speaks, it is only to its owner. pack, he discovered to his dismay that the Flint had
burned its way through his clothes, making a hole
At the start of the game, roll a D6 and consult the in the bottom of his pack. Though long lost, it is
chart below to determine which effect the Skull still highly sought by the Bright Wizards and word
Charm has on the wearer. is, they’ll pay a handsome reward for those who
can safely bring it to them.
D6 Result
1-2 +1 Weapon Skill The model bearing Dazh's Flint gains the Flaming
3-4 +1 Leadership Attacks special rule.
5-6 +1 Weapon Skill & Leadership

24
MAGIC STANDARDS BLACK SKULL OF THE CALIPH 15 points
The Black Skull of the Caliph was enchanted with
BANNER OF SIGISMUND 50 points ash taken from the book pyres of the Caliph of Ka-
Sabar, when he ordered the destruction of
Emperor Sigismund, the hero of the Siege of
thousands of copies of Prince Abdul ben Raschid’s
Altdorf, held this banner aloft from the roof of his
forbidden Book of the Dead. A soldier later
palace. It survived the siege and was never touched
recovered it during the crusades into Araby during
by the Orcish invaders – which is more than can be
the 16th century. Deeply devoted to Morr, the
said for Sigismund.
young man claimed the Skull for his own, believing,
the blackened bone with the yellowed cuneiform
The unit carrying the Banner of Sigismund gains
script was a sign of the god’s favour. The Black
the Stubborn special rule. If the unit is already
Skull since served as the standard for the soldier’s
Stubborn, they instead become Unbreakable.
unit up until his death. After, it’s believed the
priests of the Death God claimed it.
STEEL STANDARD 20 points
Enchanted by the wizards of the Golden Order, this
The unit carrying the Black Skull of the Caliph
standard affects the heavy metal barding of
gains the Immunity (Fear) special rule, and may re-
Knights' warhorses, making it lighter.
roll failed Terror tests.
Knightly Orders only. The unit carrying the Steel
Standard ignores the Movement Penalties from
barding.

25
HIGH ELVES
This section contains the rules and background for some of the most iconic and powerful magical
artefacts used by the High Elves. These may be used in addition to the magic items found in Warhammer:
High Elves and the Warhammer rulebook.

MAGIC WEAPONS DRAGONBLADE LANCE 20 points


The Lance is fashioned from the Dragonblade ram
SWORD OF AGES 60 Points
of Finubar the Seafarer's Dragonship.
This ancient and powerful blade is said to have
been forged by the crippled god Vaul the Maker. It
Lance. During turns in which the wielder of the
guides the arm of its wielder, striking at the enemy
Dragonblade Lance charges, it automatically Hits
with unerring skill and power.
all models in one file that is in base contact rather
than fighting normally. Hits are resolved as that
The Sword of Ages gives the wielder +1 To Hit, +2
from a Bolt Thrower.
Strength and +1 Attack.
BOW OF TOR ALESSI 10 points
BLADE OF THE PHOENIX 50 Points
This powerful white bow was once captured by the
This sacred blade is housed within the Shrine of
Dwarfs at the fall of the mighty Elf city of Tor
Asuryan. In times of particular strife, the keepers of
Alessi before finding its way back to Ulthuan. The
the Shrine will present the blade to a warrior of
bow's accuracy is beyond compare and quickens
purity and honour, to wield in the name of the great
the bearer's reaction so they can fire as soon as
god Asuryan.
they spot a threat.
The Blade of the Phoenix gives the wielder the
Elven Longbow. The Bow of Tor Alessi has the
Ignores Armour Saves special rule. Once per battle,
Quick to Fire special rule. In addition, it may re-
at the start of any close combat phase the wielder
roll any failed To Hit rolls.
can unleash the full power of the sword. For the
remainder of that close combat phase, they get the
Always Strikes First special rule and +D6 Attacks. MAGIC ARMOUR
THE WHITE SWORD 30 points ARMOUR OF PROTECTION 45 points
A legendary blade forged for Aren, one of the first This simple suit of ithilmar armour is adorned by a
Sword Masters of Hoeth, it is as tall as an Elf as single Sarathat rune on the breastplate. The World
light as a willow switch. Dragon itself is said to protect the wearer.

Model on foot only. Great Weapon. The wielder of Medium armour. The Armour of Protection grants
the White Sword ignores the normal Initiative the wearer a Ward save (4+).
penalties from great weapons and gains the Killing
Blow special rule. GOLDEN SHIELD 30 points
A highly polished shield of blessed legend, inlaid
SWORD OF HOETH 30 points with swirling patterns in many types of gold, its
Normally this fine blade lies wrapped in silk in the glory dazzles the foe and confuses their aim.
armoury of the White Tower, but in time of war it is
given to a great hero to wield in the name of the Shield. Enemies must re-roll all successful To Hit
Loremasters. rolls against the bearer of the Golden Shield.

All hits with the Sword of Hoeth wound TEMAKADOR'S GAUNTLETS 30 points
automatically. Armour saves are modified by the Prince Temakador disliked harming fellow nobles
Strength of the bearer. in a duel, but he hated even more to be harmed
himself.
BLADE OF DARTING STEEL 25 Points
Bright blue steel can be enchanted to hold spells of Temakador's Gauntlets gives the wearer a 6+
great speed and deadly accuracy, and the Elves of armour save. In addition, they gain a Ward Save
Ulthuan are masters of such magic. (5+) against attacks of Strength 4 or greater.

The Blade of Darting Steel gives the wielder +1 To


Hit and the Always Strikes First special rule.

26
HELM OF FORTUNE 30 points TALISMANS
A helm of ithilmar and sea gold, bordered with tiny
letters of intertwining runic script. These form a THE PINION OF THE PHOENIX 60 points
prayer to invoke Asuryan's protection upon the
These ephemeral feathers, plucked from the
wearer.
burning wings of a Flamespyre Phoenix and woven
into a talisman, are preserved by the art of ancient
The Helm of Fortune gives the wearer a 6+ armour
elf magic. Handed down through generations of
save. The wearer may re-roll failed armour saves.
high elf nobility, they are borne into the direst
battles as badge of honour, swiftly burning away to
DRAGONSCALE SHIELD 25 points
dust once removed from their protective cases.
Although battered and scarred, this shield is a
While they last they protect their bearer from harm,
treasured heirloom of the days when Dragons
and should he fall grant him a fiery reprieve from
roamed the skies.
death.
Shield. The Dragonscale Shield adds an additional
Model on foot only. The Pinion of the Phoenix
+1 to the bearer's armour save as well as the Ward
gives the wearer the Ward Save (5+) special rule. If
Save (6+) special rule.
the bearer is reduced to 0 Wounds or less, the item
is destroyed but restores the bearer to his starting
ARMOUR OF HEROES 15 points
Wound total and inflicts a Strength 5 Hit with the
This finely wrought suit of armour is made in a Flaming Attacks special rule on all models in base
most unusual style, not seen since before the
contact.
Sundering. The wearer of this armour seems to
shine with an inner light and the untold glories of VAMBRACES OF DEFENCE 60 points
the gods.
These filigreed golden bracers are fabled to have
been found on the shores of distant Lustria. The
Heavy armour. In order to allocate close combat
glyphs inscribed upon them writhe with untold
attacks against the wearer, each enemy model must
power.
first pass a Leadership test at the start of each close
combat phase. If the test is failed, the model may
The Vambraces of Defence gives the wearer a
not attack this round.
Ward save (4+). In addition, they may re-roll failed
armour saves.
WYRMSCALE ARMOUR
OF THE DEEP 10 points GUARDIAN PHOENIX 30 points
A glistering coat of Merwyrm scales, the
A spark font the sacred flame at the temple of
enchantment on this armour keeps it coated with a Asuryan is held in this ornate casket.
shimmering layer of briny sea water. Not only do
the iron-hard scales deflect swords and arrows, but The Guardian Phoenix gives the wearer a Ward
the scales still recall their home in the icy deeps of
Save (5+) and the Immunity (Flaming Attacks)
the ocean and grants their wearer passage through
special rule.
water and foil fiery assaults upon him.
LOREMASTER'S CLOAK 30 points
Heavy Armour. The Wyrmscale Armour of the
Wrapped in this pale grey cloak, the wearer seems
Deep gives the wearer the Aquatic and Immunity
somehow insubstantial and almost illusory.
(Flaming Attacks) special rule.
The wearer of the Loremaster's Cloak gains the
ARMOUR OF STARS 10 points
Ward Save (3+) special rule against missile attacks.
Mage-forged plate decorated with hundreds of
glittering gems on a background of deepest blue
lacquer, the Armour of Stars is a wonder to behold.

Infantry only. Light armour. If the wearer of the


Armour of Stars suffers an unsaved wound (but is
not slain) they can choose to instantly teleport 3D6"
in a random direction (placing it at least 1" away
from other units or impassable terrain). If the
model teleports off the table, then treat this as it
having pursued off the table.

27
SACRED INCENSE 25 points RING OF CORIN 40 points
Incense is often used in Elven rituals and this The origins of this ring are steeped in mystery, and
bundle of incense sticks has been blessed by the no other artefacts of this powerful mage survive.
wardens of the Shrine of Asuryan. It will burn for However, few are the loremasters, wizards or
days, wreathing the bearer with the scented smoke warlocks that have not heard of it!
of the temples.
Bound spell, Power level 5. The Ring of Corin
All missile attacks targeted at the bearer of the contains the Arcane Unforging spell from the Lore
Sacred Incense or the unit they are with suffer -1 of High Magic.
To Hit.
THE VORTEX SHARD 30 points
TALISMAN OF SAPHERY 20 points Hewn from the same rock that forms the waystones
The tiny size of this powerful artefact belies its true all over Ulthuan, the Vortex Shard has the power to
power. becalm the Winds of Magic, if only for a moment.

The Talisman of Saphery causes all Magic One use only. The bearer may use the Vortex Shard
Weapons of enemy models in base contact to lose at the start of any enemy Magic phase. Your
all their effects; treat them as mundane weapons of opponent must remove D6 power dice from their
their type. power pool.

AMULET OF FIRE 10 points STARWOOD STAFF 25 points


Though the Amulet constantly flickers with pale This gnarled and twisted staff looks out of place
flames, the wearer is never burned. among the refined and delicately made possessions
of the Elves. However, it is one of the most highly
The Amulet of Fire gives the wearer the Immunity valued items a wizard can possess.
(Flaming Attacks) and Magic Resistance (1) special
rules. The Starwood staff gives the bearer a +1 bonus to
the result of their spell casting attempts. In
ARCANE ITEMS addition, they may re-roll one failed channelling
roll per turn.
SIGIL OF ASURYAN 50 points
STAFF OF SOLIDITY 25 points
The sigil is tattooed on the hand of the mage using
The Staff earths the malign energies of the Unseen
inks prepared in the sacred flame of Asuryan itself.
Realm, dissipating any harm caused by unstable
After use it quickly fades away until it is renewed in
magic before it touches the mage.
the sacred flames once again.
One use only. The Staff of Solidity makes the
One use only. When an enemy cast a spell, the
Wizard immune to the effects of their first Miscast.
bearer may immediately counter its effects by
reading the Sigil of Asuryan to release the spell
THE TRICKSTER'S PENDANT 20 points
written upon it instead of attempting to dispel the
spell by using dispel dice. This gives them 6 free Few Elf Mages are devotees of Loec – the study of
dice to attempt to dispel the spell, which cannot be magic requires a less capricious patron. All those
combined with any other dispel dice. In addition, who seek favour of the Trickster wear a small
pendant in his honour and such simple looking
the spell is destroyed and the enemy must discard
trinkets have unseen powers.
the spell for the rest of the game.

ANNULIAN CRYSTAL 50 points If an enemy Wizard suffers a Miscast, the bearer of


the Trickster's Pendant can choose to make the
Dug from beneath the Annuli Mountains, this
Wizard re-roll the result on the Miscast table.
crystal has been shaped by the magical vortex that
swathes Ulthuan, so that it draws magical energy
JEWEL OF THE DUSK 20 points
towards it.
This fine ruby glows blood red with a sorcerous
During the enemy's Magic phase, the Annulian energy that even the least magically adept can
Crystal allows you to remove one dice from the clearly see.
opponent's Power dice pool and add it to your own
The Jewel of the Dusk gives the bearer +1 Power
Dispel dice pool.
dice in each of your Magic phases. Only they may
use this extra dice.

28
THE SEERSTAFF OF SAPHERY 10 points SKY ARROW OF NALOER 25 points
Made from Starwood and crackling with powerful This Elven arrow were made by Naloer, a great
enchantments, the Seerstaff focuses the bearer's artisan of the High Elves who wrought it by the
mind, allowing him to recall even the smallest ruddy fires of Vaul's anvil in the time of Phoenix
details more clearly. King Caledor I.

The Seerstaff of Saphery allows the bearer to Model with non-magical Elven Longbow only. One
choose one more spell than normal from their use only. The Sky Arrow of Naloer has the
chosen Lore of Magic. following profile:

SILVER WAND 10 points Range: Strength: Special Rules:


This slender wand is covered with many lines of 30" 6 Magical Attacks,
winding runes of the ancient script. Multiple Wounds (D6)

The bearer of the Silver Wand may pick a spell one THE SKEINSLIVER 25 points
level higher than they are normally allowed. A fragment from the fabled Crown of Stars, this
glittering metal splinter can give the bearer some
ENCHANTED ITEMS small knowledge of the future, and thus the ability
to shape destiny.
NULL STONE 50 points
The Skeinsliver allows the controlling player to add
The Null Stone is a plain black rock, rough-hewn
+1 to the roll to determine which player can decide
and undecorated. Those with the witch-sight see it
whether to take the first turn or not.
as a dark void, an unsealing patch of nothingness
in the world of magic. BLESSED TOME 25 points
The tales in this book give heart to all High Elves
No model in base contact with the bearer of the
that hear them: tales of ancient valour and glory,
Null Stone may cast spells, and all Magic Items
stories of nobility and self-sacrifice.
lose their effects; treat them as mundane versions
of the same type.
The model gains the Inspiring Presence rule with a
range of 6". If given to the Army General, their
FOLARIATH'S ROBE 40 points
Inspiring Presence range is instead increased by 6".
This ancient vestment, that shimmers with the
twinkling light of a thousand stars, was enchanted THE AMULET OF LIGHT 20 points
by the eccentric mage Folariath, who some say
A small brooch first worn by Kadin Silverhair
could walk between worlds.
during the wars against the Daemons.
Model on foot only. The wearer of the Folariath's
All close combat attacks made by the bearer of the
Robe gains the Ethereal special rule.
Amulet of Light and any unit they are with gain the
Magical Attacks special rule. In addition, enemies
RADIANT GEM OF HOETH 50 points
must re-roll 6's when taking Ward saves.
The gem is normally kept in a black velvet bag,
carefully hiding its brilliance from prying eyes. AMULET OF THE
PURIFYING FLAME 15 points
The bearer of the Radiant Gem of Hoeth becomes a
This delicate silver amulet is unadorned and plain
Level 1 Wizard using the Lore of High Magic.
in appearance, though it is potent in its protective
PENDANT OF VENGEANCE 35 points powers.
Enraged by the cowardly Dwarf Runesmiths whose
Enemy spells that target the character or the unit
Anvils of Doom wrought such ruination upon the
they are with suffer a -3 penalty to the result of the
High Elves in the War of the Beard, Aeoliss
spell casting attempt.
Loremaster of Hoeth created his masterpiece – the
Pendant of Vengeance.

The bearer of the Pendant of Vengeance may cause


any successful casting roll (except miscasts) on the
Anvil of Doom to be rerolled.

29
THE GEM OF COURAGE 10 points MAGIC STANDARDS
Enchanted by Celaer in the reign of Bel-Korhadris,
these small gems are frequently awarded by the BANNER OF SORCERY 50 points
Phoenix King for acts of incredible bravery.
The Loremasters of Saphery presented this banner
to King Finubar the Seafarer upon his coronation.
One use only. The bearer of the Gem of Courage
and any unit they are with may take any one
The Banner of Sorcery adds +D3 Power dice to
Leadership test on 3D6, discarding the highest
your power pool in each of your own Magic
result.
phases.
TALISMAN OF LOEC 10 points
STANDARD OF BALANCE 45 points
Loec the Trickster is seldom worshipped on the
Troubling shadows and flickering patches of light
battlefield by the High Elves, for his help always
play across this banner as it flutters in the wind.
comes at a price.
The unit carrying the Standard of Balance, and any
One use only. The Talisman of Loec may be used
enemy unit that remains in base contact with it,
at the start of any close combat phase. Until the end
gain the Immunity (Psychology) special rule and
of the phase, the bearer may re-roll all failed rolls
lose any Hatred and Frenzy special rule they might
To Hit and wound, and any model wounded by
have.
their attacks must re-roll all successful armour
saves, Ward saves and Regeneration saves.
However, at the end of the phase, the bearer loses
BANNER OF ELLYRION 25 points
half of their remaining Wounds (rounding up) with This small pennant of Korhandir, the father of all
no saves of any kind allowed. horses, imbues steeds with tireless energy to
traverse the densest terrain.

Cavalry only. The unit gains the Strider special rule


and may re-roll failed Pursuit distances.

LION STANDARD 10 points


An aura of courage fills the hearts of those who
serve under this banner, making them each as
fierce as a lion!

The unit carrying the Lion Standard gains the


Immunity (Terror) special rule.

30
LIZARDMEN
This section contains the rules and background for some of the most iconic and powerful magical
artefacts used by the Lizardmen. These may be used in addition to the magic items found in Warhammer:
Lizardmen and the Warhammer rulebook.

MAGIC WEAPONS STAFF OF THE LOST SUN 30 points


This is a short staff made from a multi-coloured
metallic substance of alien manufacture, with
BLADE OF REVERED TZUNKI 45 points
arcane glyphs moulded into the shaft. Beams of
Said to be the weapon wielded by the Old One
bright, intensely hot light fire from one end of the
Tzunki himself, this exquisitely crafted weapon is
staff, searing the flesh of those caught in the blast.
made of a hard, black material. It is unbreakable,
and has survived the most intense dragon fire
The Staff of the Lost Sun fires using the following
unscathed, even remaining icy cold to the touch.
profile:
Such is its craftsmanship and design that it hums as
it cuts through the air.
Range: Strength: Special Rules:
18" 5 Multiple Shots (3)
The Blade of Revered Tzunki gives the wielder +1
Strength and the Ignores Armour Saves special
SWORD OF THE HORNET 25 points
rule.
When this sword is picked up, the bearer is filled
SCIMITAR OF THE with minor premonitions, seeing events seconds
SUN RESPLENDENT 45 points before they happen. In this way, the sword's
wielder can perceive where the enemy will attack,
As light as a dagger, this curved blade invigorates
and launch a strike of their own a moment before.
the wielder with the power of the sun. They are
filled with energy and mighty powers of endurance,
The Sword of the Hornet allows the wielder to re-
and a fiery anger overcomes them in battle so that
roll 1's To Hit, and enemies must re-roll 6's To Hit
they attack their foes with great fury.
against them.
The Scimitar of the Sun Resplendent gives the
DAGGER OF SOTEK 15 points
wielder +2 Attacks and the Hatred special rule.
This cruel, curved dagger has taken thousands of
STEGADON WAR-SPEAR 35 points lives – sacrifices offered up to the bloodthirsty god
Sotek. The rat-kin particularly fear this weapon, for
The tip of this massive spear was carved from the
it has been the doom of many of their number.
horn of the very first and greatest Stegadon to bear
a war howdah. The gnarled horns of this beast,
Skink Only. The Dagger of Sotek gives the wielder
inlaid with magical runes, were said to be so hard
the Killing Blow special rule. In addition, all
they could shatter mountains with ease.
models from Warhammer: Skaven treat the model
as having the Fear special rule.
Skink Chief on Stegadon only. Spear. The
Stegadon War-spear gives the bearer's mount the
BURNING BLADE OF CHOTEC 15 points
Impact Hits (2D6+1) special rule.
An acrid smell of sulphur exudes from the barbed
blades on this weapon. It passes easily through
THE LASH OF ITZAOTYL 30 points
armour, blackening and buckling steel and causing
Used by the servants of the Old ones to subdue the
searing wounds that blister and smoke.
massive beasts that stalked the world at the dawn
of time, the ancient lash of Itzaotyl ensnares all it
The Burning Blade of Chotec gives the wielder the
touches with an unbreakable tendril of pure
Armour Piercing (2) and Flaming Attacks special
magical essence.
rules.
The Lash of Itzaotyl gives the wielder the Always
Strikes First special rule. In addition, any Monster
successfully hit by the lash must pass a Leadership
test. If failed, it cannot Attack this close combat
phase.

31
MAGIC ARMOUR AURA OF QUETZL 25 points
Blessed by Quetzl, this string of beaded shells,
HIDE OF THE COLD ONES 40 points feathers and bones is a powerful protective charm,
surrounding the warrior in a miasma of dancing
Only the toughest of Saurus Warriors can don the
colour.
Hide of the Cold Ones, making his appearance
fearsome to behold. However, the hide exudes a
The Aura of Quetzl gives the wearer the Ward Save
toxic slime that slowly poisons the user and dulls
(5+) special rule against attacks with Strength 5 or
his mind.
more.
Oldblood or Scar-veteran on foot only. The wearer
GLYPH NECKLACE 20 points
of the Hide of the Cold Ones gains +1 Toughness
An ancient and potent token of protection, this
as well as the Fear, Natural Armour (5+) and
necklace wards off attacks directed at its wearer.
Stupidity special rules.
Enemies fumble their blows, their strikes glance off
THE MAIMING SHIELD 20 points scales and they seem unable to attack the bearer
effectively.
This shield has been created more as a weapon
than for protection, and the warrior using it can
All close combat attacks directed against the bearer
hack and slash with its barbed edges.
of the Glyph Necklace suffer -1 To Hit.
Shield. The Maiming Shield gives the bearer +1
AMULET OF ITZL 20 points
Attack and the Magical Attacks special rule.
With a burst of light and the sound of a
SHIELD OF THE thunderclap, this amulet explodes into a million
shards of crystal if a true shot or blow comes near
MIRRORED POOL 20 points
to harming the wearer. The amulet takes the brunt
The face of this shield is dark and reflective, and
of the attack, leaving the warrior unharmed, but the
ripples spread from its centre when it deflects
Amulet is destroyed in the process.
blows. Hostile enemy magic is absorbed by this
ancient piece of armour, and may be rebounded
One use only. The Amulet of Itzl gives the wearer
back at the caster.
the Ward Save (2+) special rule against the first
unsaved Wound suffered.
Shield. Any magic missile that strikes the bearer of
the Shield of the Mirrored Pool or any unit they are
with is reflected on the roll of 2+ on a D6. If the ARCANE ITEMS
spell is reflected, the results of the magic missile
are resolved against the caster of the spell and any CUPPED HANDS OF
unit they are with. THE OLD ONES 45 points
A sphere of glowing light extends around the
TALISMANS bearer as the divine protection of the Old Ones
deflects the uncontrolled maelstrom of the Winds of
Magic.
THE DIVINE PLAQUE
OF PROTECTION 30 points
Slann Mage-Priest only. One use only. If the bearer
The Shield of the Old Ones grows more powerful
of the Cupped Hands of the Old Ones miscasts, roll
under the influence of this glowing plaque, shining
a D6. On a roll of 1 the bearer suffers the results of
brightly and bursting into crackling sheets of
the miscast as normal. On 2+ the miscast is ignored
lightning as it deflects incoming attacks.
and if there is an enemy Wizard within line of sight
he will suffer its effects, ignoring results of 5-6 on
Slann Mage-Priest only. The Divine Plaque of
the Miscast table.
Protection gives the wearer and any unit they are
with the Ward Save (5+) special rule against
missile attacks.

32
ROD OF THE STORM 45 points BLOOD STATUETTE OF SPITE 25 points
An ancient remnant from the time of the Old Ones, This statuette is carved in the likeness of the Old
this revered artefact can unleash crackling One god Xapati, and is frequently bathed in
branches of lightning. It is only drawn forth from offerings of blood. The vengeance of the Old One
the inner sanctum of the High Temple of Tlaxtlan in may be called upon in battle to strike down the
times of direst need, for once it is used its energy Lizardmen's foes.
dissipates, and it takes some time for it to regain its
power. One use only. Bound Spell, Power Level 5. The
Blood Statuette of Spite contains a direct damage
One use only. Bound Spell, Power Level 5. The spell with a range of 18" that targets one enemy
Rod of the Storm contains Uranon's Thunderbolt model, even in a unit. The target model must pass a
spell from the Lore of Heavens. Toughness test or suffer a Wound which Ignores
Armour Saves. If the model takes a Wound from
DIADEM OF POWER 20 points this spell, it must immediately take another
This circlet is inscribed with the wisdom of the Old Toughness test, losing another Wound if it fails
Ones in the form of arcane glyphs and symbols. It again. This continues until either the model passes
allows the spellcaster to perceive the Winds of a Toughness test or is slain.
Magic and manipulate them in the physical
dimension. CHARM OF THE
JAGUAR WARRIOR 25 points
The Diadem of Power allows you to save up to two A token depicting a snarling jaguar face with
unused Power dice at the end of your Magic phase delicately inlaid eyes of amber, this charm gives
and add them to your side's Dispel dice pool in the the wearer the speed of a jaguar, allowing him to
next enemy Magic phase. move swiftly through the jungle. Some say that the
warrior seems to blur and shift between his true
PLAQUE OF TEPOK 10 points shape and that of a stalking jaguar.
A depiction of the mysterious Old One Tepok, this
plaque opens up the mind of the Slann to new Model on foot only. The Charm of the Jaguar
possibilities, allowing it to mind-meld with the Warrior gives the bearer Movement 8 and the
spirits of the ancients and use their knowledge. Scouts special rule.

Slann Mage-Priest only. The model bearing the CLOAK OF FEATHERS 25 points
Plaque of Tepok can choose an additional spell The fabric of this finely woven cloak is made up of
from their chosen Lore of Magic. hundreds of eagle feathers, and is draped loosely
over the shoulders of the Skink wearing it. When he
ENCHANTED ITEMS extends his arms, the feathers rise up around him
like powerful wings, allowing the Skink to soar into
the air.
WAR DRUM OF XAHUTEC 15 points
This drum echoes the beating heart of the jungle
Skink Chief or Skink Priest on foot only. The
itself. As the Lizardmen march to war the
wearer of the Cloak of Feathers gains the Fly
thundering booms quicken and grow louder, falling
special rule.
silent only after all foes lie still.
GLEAMING PENDANT
The bearer of the War Drum of Xahutec and any
OF CHOTEC 30 points
unit they are with do not need to pass a Leadership
test in order to march, regardless of the proximity When the small puzzle icons are arranged correctly
of enemy units. In addition, any friendly unit on this amulet, the air around the pendant becomes
attempting to Rally within 12" gains +1 distorted and hazy. In a burst of light, this
Leadership. distortion surges out in all directions, dazzling the
eyes of the foe and stunning them momentarily.

One use only. The Gleaming Pendant of Chotec


may be used at the start of any close combat phase.
For the remainder of the phase, all enemy units in
base contact with the wearer or the unit it is with
gains the Always Strikes Last special rule.

33
CARNOSAUR PENDANT 20 points MAGIC STANDARDS
The pendent is made from the teeth of a raging
Carnosaur, its spirit imbuing the wearer with a TOTEM OF PROPHECY 40 points
hunger for blood.
This totem causes those to look upon it to realise
their own mortality, as images of the futility of their
Saurus Oldblood, Scar-Veteran or Skink Chief
own small lives within the grand scheme of the Old
only. The bearer of the Carnosaur Pendant gains
Ones wash though their spirit.
the Blood Frenzy special rule.
All enemy units with Line of Sight to the Totem of
CURSE-CHARM OF TEPOK 20 points
Prophecy suffer a -1 penalty to their Leadership.
Crafted in the form of a grotesque, leering face,
This standard has no effect on models with
this charm forces its visage into the minds of enemy
Immunity (Psychology).
sorcerers, wracking them with doubts and fears.
SUN STANDARD OF CHOTEC 35 points
One use only. When an enemy Wizard rolls on the
Beams of intense sunlight streaming from this
Miscast table, the bearer of the Curse-Charm of
standard make it impossible to focus upon it
Tepok may force them to re-roll the result.
without squinting, making it nigh impossible for
BANE HEAD 10 points archers to draw a bead on their target. Those who
stare too long at the Sun Standard are said to go
This is the shrunken head of a long-deceased
blind.
intruder into the jungles, its eyes glowing red while
curses are called down upon the bearer's enemies.
All missile attacks targeted at the unit carrying the
Sun Standard of Chotec from within 12" suffer -2
The bearer of the Bane Head gains the Multiple
To Hit, or -1 To Hit if fired from over 12" away.
Wounds (2) special rule against one enemy model,
nominated at the start of the battle.
HUANCHI'S BLESSED TOTEM 25 points
DRAGONFLY OF QUICKSILVER 5 points A portion of the boundless energy of the Old One
deity Huanchi resides within this totem. This power
Said to have been crafted by the brilliant Skink
can transfer into those who carry it, filling them
artisan Bo-Thuknoq under the guidance of Tepok
with an unnatural burst of energy and speed.
while in a deep trance-meditation, this small, metal
dragonfly is thrown into the air before battle. With
One use only. Huanchi's Blessed Totem may be
a strange intelligence of its own, the dragonfly
used at the start of any of your Remaining Moves
scouts out the position of the enemy, conveying
sub-phases. The unit carrying the Totem may
what it sees back to its owner.
immediately make a move directly forward using
the Random Movement (2D6) special rule.
If both players have models with the Scouts special
rule, the Lizardmen player adds +1 to their dice roll
SIGN OF SOTEK 15 points
when rolling to see who deploys their Scouts first.
The great Serpent God Sotek is the embodiment of
VENOM OF THE FIREFLY FROG 10 points righteous anger to his followers, who are able to
call upon a portion of his wrath when facing his
This intense poison is distilled from the glands of
enemies. The sign of Sotek is a potent symbol,
the rare and deadly firefly frog. When applied to
inspiring a strength born of hatred in his servants.
weapons, it can cause even the tiniest scratch to
become inflamed, and ultimately fatal.
Skink Chief only. The unit carrying the Sign of
Sotek may re-roll failed rolls To Wound on any
The Venom of the Firefly Frog gives the bearer the
turn it charges.
Poisoned Attacks special rule. If the bearer already
has Poisoned Attacks, they may re-roll failed rolls
To Wound.

34
OGRE KINGDOMS
This section contains the rules and background for some of the most iconic and powerful magical
artefacts used by the Ogre Kingdoms. These may be used in addition to the magic items found in
Warhammer: Ogre Kingdoms and the Warhammer rulebook.

MAGIC WEAPONS SPANGLESHARD 30 points


This was once a finely-wrought gemstone bound
into a silver filigree cone, no doubt of Elven origin.
THE TENDERISER 30 points
Now a dirt-encrusted, chipped remnant of its
Made from the axle of a Great Caravan, this
former glory, the defensive powers of the
massive two-ended club is so heavy even a normal
Spangleshard still activate against powerful
Ogre Bull would struggle to lift it. The destructive
attacks.
power bound into its twin heads enables the bearer
to shatter a boulder with one strike.
For each Wound the bearer of the Spangleshard
suffers, roll a D6. If this roll is higher than the
Great weapon. The Tenderiser gives the wielder the
result of the To Wound roll, that wound is ignored.
Multiple Wounds (D3) special rule.

SKULLPLUCKER 30 points ARCANE ITEMS


This heavy, spiked metal gauntlet was originally
worn by its namesake Big Agi Skullplucker, who HALFLING COOKBOOK 25 points
had a particular dislike for Elves, and enjoyed The Halfling Cookbook, rumoured once to have
nothing more than twisting off their girly little belonged to Skrag the Slaughterer, is the lone
heads with this nasty-looking and bloodstained remnant of the Halfling Wars. Butchers keep it
glove. near them when practicing the more unpalatable
aspects of gut magic.
The Skullplucker gives the wielder the Killing
Blow special rule. A model with the Halfling Cookbook may re-roll
one dice (except 1's) per casting roll when using the
MAGIC ARMOUR Lore of the Great Maw.

BANGSTICK 35 points
BULLGUT 15 points
Bannaga, the original owner of the Bangstick, was
The Bullgut is a heavy-duty gut-plate with two
a fiery-tempered and profoundly deaf Butcher that
sharp curving horns that jut out from it, wrenched
travelled extensively throughout Cathay and Ind.
from the skull of a mighty cave-beast. The ground
He was famous for the loudness of his voice and his
itself shakes when the bearer makes a bull charge.
total contempt for the lives of any Gnoblars in the
vicinity.
Light armour. The Bull Gut gives the wearer the
Impact Hits (D3) special rule, and all Impact Hits
Bound Spell, Power Level 5. The Bangstick
have the Armour Piercing (1) special rule.
contains a magic missile with a range of 24" that
causes 2D6 Strength 4 Hits with the Flaming
TALISMANS Attacks special rule.

CATHAYAN JET 25 points THE HUNGRY MAW 20 points


This well-travelled character is in possession of a The Butcher summons a billowing black cloud to
finely crafted jet pendant, bowl, ring or other swallow an enemy spell before it reaches its target.
trinket. It protects against all forms of hostile A roiling black cloud that looks like a huge mouth
magic, excepting those sacred energies described appears and swallows the spell whole. With a
in the East as Ying and Yan. satisfied burp the cloud then vanishes, taking the
spell with it.
The bearer of the Cathayan Jet gains the Magic
Resistance (3) special rule. This has no effect on One use only. The Hungry Maw can be used after
spells from the Lore of Ying and Yan. successfully dispelling an enemy spell. When used,
the enemy spell can no longer be used for the
remainder of the game.

35
ENCHANTED ITEMS MAGIC STANDARDS
BRAHMIR STATUE 15 points CANNIBAL TOTEM 25 points
Probably recovered from some burning temple in The Cannibal Totem is blessed by the Great Maw
far-off Ind, this is a wooden effigy of one of the and bestows power on those who would devour the
thousand gods worshipped there by Man and Man- strong under the eye of their god.
kin alike. For reasons unknown, the four-armed
thing holds a particular horror for the worshippers If the unit carrying the Cannibal Totem is in base
of the Dark Gods. contact with an enemy Troop Type with the same
or higher Unit Strength as them, all models in the
Any Psychology tests caused by the bearer of the unit re-roll failed To Hit and To Wound rolls in the
Brahmir Statue (or any unit they are with) on any first round of that combat. However, they may not
unit from Warhammer: Beastmen or Warhammer: Overrun and must Pursue the enemy if possible.
Warriors of Chaos are taken with a -3 Leadership
penalty. BULL STANDARD 15 points
The Bull Standard is crowned with a massive gut-
JADE LION 15 points plate bearing huge curved horns. It lends the
In far Cathay, the Jade Lions are revered for their strength of a charging Rhinox to the Ogres that
courage and level-headedness. Occasionally an march under it to battle.
Ogre may be found carrying the likeness of one of
these as an amulet, and they still contain some of A unit carrying the Bull Standard re-roll failed To
their power, although showing cowardice will Wound rolls for their Impact Hits.
cause the magic to depart.
RAGBANNER 15 points
The bearer of the Jade Lion and any unit they are The Ragbanner's name belies the esteem in which it
with may re-roll any failed Psychology tests. If the is held, for it is a crude patchwork of banners taken
unit flees for any reason, this benefit is lost for the from every one of the mortal races that tribe has
remainder of the game. encountered and subsequently had for dinner.

FISTFUL OF LAURELS 5 points The unit carrying the Ragbanner rolls 3D6 when
Ogres don't really believe in declaring their taking Panic tests and discards the highest result.
leadership qualities by making such trinkets, but
that doesn't mean they are above taking them from
the bodies of their prey...

One use only. The model with the Fistful of Laurels


and any unit they are with may re-roll their first
failed Break test in the game using 3D6 and discard
the highest result.

ROCK EYE 5 points


An Ogre with a Rock Eye has cast one of his own
eyes into the Great Maw and replaced it with a
rough pebble taken from the grounds around the
vast pit. So the rock doesn't fall out, an Ogre will
choose a large one and hammer it into place. Once
properly fitted, the bearer gains a second sight –
able to focus his stony gaze and glimpse into the
unknown, seeing that which can't be seen.

At the beginning of each Ogre turn, pick one unit in


the line of sight of the bearer of the Rock Eye. The
opposing player must announce the presence of all
Magic Items, Hidden models and the like that unit
might have.

36
ORCS & GOBLINS
This section contains the rules and background for some of the most iconic and powerful magical
artefacts used by the Orcs & Goblins. These may be used in addition to the magic items found in
Warhammer: Orcs & Goblins and the Warhammer rulebook.

MAGIC WEAPONS FUMPA'S CLUB OF FUMPIN' 35 points


Since the dawn of last Thursday, Fumpa’s club has
WARBOSS IRONCLAW'S been the traditional symbol of leadership among
the Blacknose tribe. Of course, to start with there
WAAAGH! CLEAVA 60 points
were a few who didn’t see it that way, but they’ve
One of thousands of blades from Gorbad
all since been, er, convinced.
Ironclaw's trophy pile, this sword has been
"improved' countless times by Orcish blacksmiths.
Fumpa's Club of Fumpin' gives the wielder +1
At its core is a barely tarnished blade that will
Strength and the Quell Animosity special rule.
never lose its edge, as is the case with the most
exquisite Dwarven craftsmanship. KLEEVA'S CLEAVER
OF CLEAVAGE 30 points
Common Orcs only. All hits from Warboss
Even for a simple instrument of hacking, Kleeva's
Ironclaw's Waaagh! Cleava Wound automatically
Cleaver is a brutal looking weapon.
with the Ignores Armour Saves special rule.

BASHA'S BLOODAXE 50 points All hits with Kleeva's Cleaver of Cleavage Wound
automatically. Armour saves are modified by the
Every Orc who has come to wield this axe has been
Strength of the bearer.
overwhelmed with an incredible (and to Orcs,
wholly admirable) bloodlust that can only be
HACKA'S SWORD OF HACKIN' 25 points
quenched by the wielder's death.
It was said, mostly by Hacka, that he fought
alongside Azhag, and was the one who first
Common Orcs on foot only. The wielder of Basha's
proclaimed him 'the Slaughterer'. He also
Bloodaxe gains the Frenzy rule. However, they get
mentioned single-handedly killing Sigmar and
+D6 Attacks (rolled before making their Attacks)
being a drinking buddy of Gork (or possibly Mork).
rather than +1 and can never lose their Frenzy.
Whatever the truth, Hacka acquired this slender
SHAGA'S SCREAMING SWORD 50 points and rather Elven looking sword from somewhere
strange and nobody ever felt much like asking
This blade has a curious enchantment that seems to
where. Not after the last time, anyway.
empower the wielder in a manner proportional to
the volume of insults he shouts at his foes.
Hacka's Sword of Hackin' makes the wielder
always Hit any opponent on roll of a 2+.
Shaga's Screaming Sword gives the wielder +1
Strength and +1 Attack for each enemy character
KRUMPA'S CLUB OF CRUMPIN' 25 points
model within 12".
This sacred weapon has been passed dozen the
generations for more years than an Orc can count.
BASHA'S BIG AXE OF BASHIN' 30 points
Handed down from Boss Orc to Bigger-Orc-that-
This legendary axe is all that is left of the once
could-take-it-off-him, this rather well-worn, spiky
mighty Basha, Warboss of the Iron Skullz, after he
club punches through armour with no problem.
stood rather too close to a drunken giant at the
Battle of Grim's Crag.
Great weapon. Krumpa's Club of Crumpin' gives
the wielder the Ignores Armour Saves special rule.
Basha's Big Axe of Bashin' gives wielder +2
Attacks.
MARTOG'S BEST BASHA 30 points
Old Warboss Martog the Mauler had a vast
collection of weapons – most of which were stolen
from other owners. His most favouritist of all was a
massive Dwarven axe, heavy with runes and (since
Martog's possession of it) Dwarven blood.

Martog's Best Basha gives the wielder +1 Weapon


Skill, +1 Strength and +1 Initiative.

37
SNEAKY SKEWERER 30 points BACKSTABBER'S BLADE 15 points
Though crude enough to be readily recognisable as Whilst Orcs are happy to fight anyone, anywhere,
being born of Goblin craftsmanship, this sword has anywhen, Goblins are much happier if they can
an unerring ability to find the vulnerable spot. wait until their target is facing the other way.

Goblins (of any type) only. The Sneaky Skewerer Goblins (of any type) only. The Backstabber's
gives the wielder +1 To Hit and the Killing Blow Blade gives the wielder the Poisoned Attacks
special rule. special rule. In addition, they get +1 Strength if
they attack the enemy to their flank, or +2 Strength
DUFFFA'S CLUB OF DUFFIN' 25 points if they attack the enemy in their rear.
Duffa was Wollapa’s sidekick until he was eaten by
a squig. Waking up inside the Squig’s stomach was SWORD OF BORK 10 points
a bit of a shock and although he fought his way out Though gnarled and bitten with centuries of
he was never quite the same afterwards. It is said fighting, the magic of the Sword of Bork is still
this club retains some of his frenzy to escape even effective and its serrated edge glints with power.
now. Orcs will follow any leader who carries the sword.

Duffa's Club of Duffin' gives the wielder +3 Any unit joined by the bearer of the Sword of Bork
Attacks in the first round of close combat. that fails their Animosity test may roll 2D6 on the
Animosity table and discard the lowest result.
PORKO'S PIGSTIKKA 25 points
Most of the many spears that have been used by LUCKY'S DIRK 10 points
Porko's Boar Boyz lie shattered on the battlefields An unusual magic is bound into this blade, growing
of the Old World, but not this one. In battle the stronger the more magical items there are nearby.
gleaming point of the Pigstikka pierces enemy
armour with ease, skewering several foes with one Goblins (of any type) only. Lucky's Dirk gives the
strike; "ready for later" as Porka used to say, wielder +1 Strength for each enemy Magic Item in
referring to the traditional after-battle barbecue. base contact.

Orcs (of any type) only. Mounted characters only. WOLLOPA'S ONE HIT WUNDA 10 points
Spear. On any turn that they charge, Porko's Around the campfire, after the Orcs have drank too
Pigstikka gives the wielder +1 Attack for each rank much fungus beer to clout them, the Gobbos will
that the unit they are attacking has (up to a talk in hushed tones of the rebellious Wollapa, of
maximum of +3). his tremendous weapon and his even more
tremendous ability to outrun even the fastest boar
ULAG'S AK'RIT AXE 25 points when he missed his target (which happened more
This axe looks suspiciously clean for a greenskin often than not).
item, which gives away its magical nature. In battle
it writhes in the hands, seeming always to have a One use only. Wollopa's One Hit Wunda may be
better idea than the wielder of how to hit the used at the start of any close combat phase when it
enemy. is the wielder's turn to attack. The wielder may
replace all its normal Attacks with a special attack
Ulag's Ak'rit Axes allows the wielder to re-roll any that is resolved at +3 Strength with the Heroic
failed To Hit rolls. Killing Blow special rule.

KURBOG'S CURMUDGEONLY OWZAT'S CLUB OF SMACKIN' 5 points


CLOBBERA 20 points Owzat was an unpredictable warrior, keen to
The spite and lust for vengeance that oozes from experiment with new and better ways to beat up his
this weapon leaves those struck by it utterly many enemies. Usually these went disastrously
dumbstruck and unwilling to attack lest they incur wrong for Owzat, but once in a while...
its wrath once more.
An Infantry Character model which suffers an
Any model Wounded (but not slain) by Kurbog's unsaved Wound (but is not slain) by Owzat's Club
Curmudgeonly Clobbera may not attack this close of Smackin' is immediately knocked clean out of
combat phase. If they have already attacked this combat. Move the model D6" backwards, stopping
close combat phase, they may not attack in the next at least 1" away from other units or impassable
close combat phase. terrain.

38
MAGIC ARMOUR SPITEFUL SHIELD 10 points
This shield has razor-sharp teeth that snap and bite
IRONSKIN SHIELD 35 points against unwary foes, making its bearer noticeably
more dangerous and amused in equal measure.
This ancient iron-bound shield is rusty and
battered, but its experience in battle gives the
Shield. For each To Hit roll of a 1 against the
bearer much protection.
bearer, the Spiteful Shield inflicts a Strength 5 Hit
against the model that struck the blow.
Shield. The Ironskin Shield gives the bearer the
Ward Save (5+) special rule.
TALISMANS
ARMOUR OF PROTECTYNESS 25 points
It's not often that Gobbos get to name magic items, WARBOSS UMM'S BEST
and this is the reason why. The Armour of BIG BOSS'S 'AT 25 points
Protectyness was quenched in the blood of a Troll Originally this rune-encrusted and rather squashed
and has gained some of its regenerative powers. looking helmet belonged to a Dwarf king, or so
legend tells. Although it is a boon in combat it is
Medium armour. The Armour of Protectyness gives far from infallible, as its change in ownership
the wearer the Regeneration (5+) special rule. attests.

ARMOUR OF MORK 25 points Warboss Umm's Best Big Boss's 'At gives the
Armour made with the aid of a Shaman (as one of wearer the Ward Save (4+) special rule. However,
the ingredients) is a strong defence against enemy if the wearer fails its Ward save at any point, it will
magic. no longer have any effect from the start of the next
player turn.
Medium armour. The Armour of Mork gives the
wearer the Magic Resistance (2) special rule. AMULET OF PROTECTYNESS 25 points
The best form of attack is defence, and the best
DROG'S DEAD 'ARD ARMOUR 25 points form of defence is the kind you can 'borrow' from
Drog was one of the first Black Orcs to be seen to your opponent, particularly if it's better than yours.
the west of the World's Edge Mountains, and his
battle-scarred armour was made to an unusual Whenever the bearer of the Amulet of Protectyness
design by unknown hands. suffers a Wound, they count as having the same
armour and Ward save as the model that caused the
Orcs only. Medium armour. Drog's Dead 'Ard Wound.
Armour gives the wearer a 1+ armour save.
SIZZLA'S SHINY BAUBLES 25 points
NOBBLA'S 'ELMET 20 points Sizzle was one of the less lucky Orc Shamans of
Given that it was made by Goblins, Nobbla's 'Elmer Azhag's army and was turned to amethyst by an
is a fantastic piece of workmanship – given that it Empire Battle Wizard at the Battle of Osterwald.
was made by Goblins. All that survived the transformation was a small
pouch containing Sizzki's most treasured
Goblins only. Nobbla's Helmet gives the wearer a possessions: his Shiny Baubles.
6+ armour save and the Ward save (6+) special
rule. Sizzla's Shiny Baubles can be used against any
successfully cast enemy spell that targets the bearer
UGBRAG'S LUCKY SHIELD 20 points or the unit they are with. Roll a D6; on 1-3 nothing
Ugbrag had this shield made for him by a captured happens; on a 4+ the spell is reflected back at the
Dwarf smith, but the smith "forgot" to tell him that caster and their unit and affects them instead,
the enchantment only worked once in each battle... following all the normal rules for the spell. The
original caster may then attempt to dispel their own
Shield. Ugbrag's Lucky Shield enabled the wearer spell using any remaining power dice.
to ignore the first Wounding Hit suffered in the
game.

39
GLOWY GREEN AMULET 10 points IDOL OF MORK 30 points
As it absorbs the force of incoming spells, this Mork loves nothing so as seeing Orcs smashing
small and unimposing amulet begins to glow ever their foes to the ground in a bloody melee. It is no
more brightly. To most creatures this might be seen surprise therefore that this Idol channels extra
as a warning, but not to the Orcs who regard it as power to its bearer when the Waaagh! is breaking
increasingly interesting. Eventually the power will heads, and dissipates it when the greenskins are in
be too much and it will burst, immolating the retreat.
bearer, though the amulet itself will be unharmed.
Orcs (of any type) only. At the start of your magic
Instead of making a normal dispel attempt, the phase, the Idol of Mork adds one power dice to
wearer of the Glowy Green Amulet may attempt to your power pool for every friendly Orc unit (any
nullify any enemy spell cast at the bearer or the unit type) with 10 or more Unit Strength in combat
they are with by a rolling a number of dice equal to within 24" if the bearer. However, it removes one
the number of dice used to cast the spell. As long as power dice from your power pool for every friendly
no 1's are rolled, the spell is dispelled. However, if fleeing Orc (any type) with 10 or more Unit
one or more 1's are rolled, the spell gets through as Strength unit within 24" of the bearer.
the Amulet overloads and explodes, killing the
wearer outright (with no saves of any kind DANGLY WOTNOTZ 25 points
allowed). This necklace made up of gnarled and splintered
teeth, bits of broken hone and shattered beads is
MAGICAL WARPAINT 15 points riddled with sorcerous power.
Some of the more reclusive, and frequently madder,
Savage Orc Shamans know the secret of preparing One use only. When casting a spell, the bearer of
magical warpaint that is much more effective than the Dangly Wotnotz may use it to add +1 to the
the coloured mud that the warriors usually daub result of one of the dice rolled. This may cause
themselves with. Ultimate Power or prevent a Miscast.

Savage Orcs only. The wearer of the Magical DITTO'S DOUBLE


Warpaint may re-roll failed Ward Saves. DOIN' DOODAHS 25 points
Rumour has it that the aged and half-blind Ditto
ARCANE ITEMS wasn't a very successful Shaman and had to cast
everything twice to make it work. At least, work on
STAFF OF SNEAKY STEALIN' 50 points the right target.
Goblins are well known for their ability to treat
The bearer of Ditto's Double Doin' Doodahs may
other people's property as their own and this
choose to attempt to cast one of their spells twice
generous trait even extends to magical power – as
per Magic phase.
the seemingly Dwarfen workmanship of this staff
would attest.
BUZGOB'S KNOBBLY STAFF 20 points
One day Buzgob the Orc Shaman went into the
Goblins (of any type) only. At the start of each of
your Magic phases, the Staff of Sneaky Stealin' Great Green and never came back, leaving only his
allows you to remove one dice from the opponent's staff behind. Tradition has it that his spirit lives on
Dispel dice pool and add it to your own Power dice and can aid other Shamans who carry his knobbly
staff.
pool.
Buzgob's Knobbly Staff allows the wielder to re-
roll all power dice used to cast a spell once per
Magic phase (before rolling any Ultimate Power
dice). This cannot be used if a miscast is rolled.

40
STAFF OF BADUUM 15 points 'EADBUTTIN' 'AT 25 points
Shaman Baduum was a rebellious Savage Orc who 'Eadbuttin' contests are an old Orc favourite for
messed with raw Waaagh! power once more than resolving disputes, and the greenskins aren't above
was healthy for him. The result was one of the most a bit of magical cheating to help them win.
spectacular explosions of a Shaman ever recorded
in Orc legend. His charred staff still retains an Orcs (of any type) only. The 'Eadbuttin' 'At gives
aura of power. the wearer +1 Attack with the Always Strikes First
and Killing Blow special rules in challenges. This
The Staff of Baduum gives the bearer a +1 bonus to attack does not benefit from any other weapon rules
the result of their spell casting attempts. However, the wearer might have.
in case a Miscast is rolled, add 1 to the result rolled
on the Miscast table. EFFIGY OF MORK 25 points
This ancient and slightly crumbly statue of Mork
WAAAGH! PAINT 15 points was formed from his own dung (or so they say) in
The crude Orc glyphs with which the Shaman has some distant age, though it has undoubtedly
covered his holy body call upon the favour of Gork received several home-grown additions in more
and Mork but only bestow aid upon the Shaman recent times. It has been credited with many
when wetted with blood. different magical effects over the years, but
whatever its power enemy warriors with a sense of
Savage Orc only. If the wearer of the Waaagh! smell recoil from its intense Orcyness.
Paint is in close combat at the start of your Magic
phase, they receive +2 to the result of their spell Savage Orcs only. All close combat attacks made
casting attempts. against the bearer of the Effigy of Mork suffer -1
To Hit.
ENCHANTED ITEMS TRICKSY TRINKET 25 points
If there's anything Goblins hate more than a fair
BIGGED'S 'ED KICKIN' BOOTS 40 points fight, it's a fair fight where the other guy has some
Bigged – an old and boastful Orc – made his last kind of magic wotnotz shielding him from a
boast in front of an Empire cannon. Only his boots perfectly acceptable stab in the back. The bearer of
were recovered – though his vengeful spirit (and this trinket finds no trouble bypassing such
the odour of his feet) lingers on in iron-shod protection.
unpleasantness.
Goblins (of any type) only. No models in base
The wearer of Bigged's 'Ed Kickin' Boots gains the contact with the wear of the Tricksy Trinket may
Stomp special rule. take Ward Saves.
THE PIPES OF DOOM 35 points MAD CAP MUSHROOMS 20 points
A particularly fearsome set of squig-pipes, the Many kinds of fungus grow in the dark, dank caves
ululating scream they emit when played can put of the Night Goblins, including the rare and
cavalry to flight in a desperate attempt to escape treasured Mad Cap Mushrooms. These form part of
the awful wail. the deadly brew that sends the Fanatics wild, but
only a small part. If they get a whole one each they
Night Goblins only. The Pipes of Doom can be go really mad…
used the start of the Shooting Phase. All enemy
War Beasts, Cavalry, Monstrous Beasts, Monstrous Night Goblins only. One use only. If the model
Cavalry, Chariots (except those that do not have bearing the Mad Cap Mushrooms is in a unit
any mounts pulling them) and Monsters within 12" containing one or more Night Goblin Fanatics, they
must take a Panic test. may choose to give them each Mad Cap Mushroom
before they are released. Each Fanatic from this
IRONBACK BOAR 30 points unit inflicts an additional D6 Hits on any unit they
A bizarre mechanical contraption created by Chaos move into base contact with this turn.
Dwarf engineers, an Ironback Boar weighs even
more than its living cousins and is just as evil-
tempered.

Common Orcs and Black Orcs only. War Boar. The


Ironback Boar has Strength 4 and the Impact Hits
(D3) special rule.

41
NIBBLA'S 'ITTY RING 20 points BRIMSTONE BAUBLE 15 points
This crudely made gold ring has a huge green Originally taken from the charred corpse of a Dark
gemstone stuck to the top and glows even in full Elf corsair, this gemstone unleashes furious
daylight. It is possible to harness the power within magical energy on anyone foolish enough to strike
the ring to call upon the favour of Gork and Mork, its bearer.
but it is not always safe to do so...
Goblins only. If the bearer of the Brimstone Bauble
Bound Spell, Power Level 4. Nibbla's 'Itty Ring is slain in close combat, all units (friends and foe)
contains the 'Eadbutt spell from the Spells of the in base contact suffer D6 Strength 6 Hits,
Big Waaagh! Roll a D6 each time it has distributed as Hits from shooting. Any Wounds
successfully been cast; on the roll of a 1, the spell is caused count towards combat resolution.
resolved against the caster itself.
GUZZLA'S BATTLE BREW 15 points
WARBOSS IMBAD'S Brewed with dangerously narcotic mushrooms and
IRON GNASHAS 20 points all manner of other, less identifiable, ingredients,
A huge metal jaw plate that belonged to the this pungent liquid can rouse a Greenskin to
infamous Imbad. Such is the excessive bloodlust prodigious feats, or rot his innards into an
displayed by any Orc who dons this artefact, many unmentionable state.
believe that Imbad's psychotic spirit lives on within,
urging the wearer on. Roll a D6 for the bearer of Guzzla's Battle Brew at
the start of the game and consult the table below to
Common Orcs and Black Orcs only. The model see what effect it has:
wearing Imbad's Iron Gnashas gains +1 Attack with
the Killing Blow special rule. This attack does not D6 Result:
benefit from any other weapon rules the wearer 1-2 The model gains the Stupidity special rule.
might have.
3-4 The model gains the Hatred special rule.
MAAD'S MAP 15 points
A Goblin explorer without peer, Maad discovered 5-6 The model gains the Hatred and Frenzy
many uncharted passes through the Worlds Edge special rule.
Mountains – sometimes the same one several times
in a single day. When utilised, this map can either
improve one's skill as a scout, or get you lost.

Model on foot only. Before deployment, roll a D6.


On 4+, the bearer of Maad's Map and one unit they
must join with gain the Scouts special rule. On a 1-
3, the unit has gotten lost and gains the Ambushers
special rule instead.

42
MAGIC STANDARDS GUFF'S FLAG 25 points
The lads that fight under the proud banner of Guff
do not quail in the face of defeat nor slacken their
GORK'S WAAAGH! BANNER 50 points
resolve when all about them run for the hills. Or so
On the eve of battle the Greenskin shamans invoke
they say anyway. Some say this is because the
the spirit of the great god Gork before the tribe's
flatulent Guff was such a valiant fighter, others that
mighty Waaagh! banner. The banner is liberally
the lingering smell of the banner simply addles the
daubed with vast quantities of Orc dung, blood and
brain.
spittle which will serve to absorb the battle-thirst of
Gork. The shamans whirl and dance insanely;
The unit carrying Guff's Flag has the Immunity
howling and gabbling in spirit-talk all night long as
(Psychology) special rule.
the Waaagh! banner slowly grows in power. It also
acquires a unique odour which is an unmistakable NOGG'S BANNER OF BUTCHERY 25 points
mark of tribal recognition. As the ladz stride
Nogg's notorious Banner of Butchery has been
beneath Gork's own war banner their hearts swell
around so long it has absorbed a great deal of
with pride. When they charge they launch
primal Orcishness as well as huge quantities of
themselves upon the foe with deadly vigour, tearing
blood.
and rending at their helpless enemy.
One use only. Nogg's Banner of Butchery may be
Orcs (of any type) only. The unit carrying Gork's
used at the start of any close combat phase. All
Waaagh! Banner adds D6" to its charge distance. If
models in the unit (except mounts) carrying the
the charge is failed, the unit will move forward its
Banner of Butchery gain +1 Attack for the
normal failed charge distance.
remainder of the close combat phase.
ROWDY GROTT'S BIG
THE EVIL SUN BANNER 15 points
RED RAGGEDY BANNER 35 points
Troops carrying the Evil Sun Banner are guided
The big, red raggedy banner belonged to the rabble
carefully by its strong magic, turning aside any
rousing Rowdy Grott. Rowdy was an uppity Orc
thoughts of petty vengeance and dissension.
runtling who led a revolt of grotty Gobbos, Snots
and litl'uns against his biggers and betters.
The unit carrying the Evil Sun Banner may re-roll
any failed Animosity tests.
Common Goblins only. All Common Goblins
within 12" of Rowdy Grott's Big Red Raggedy THE BASHIN' FLAG OF BORK 10 points
Banner may roll 3D6 for their Break Tests and
Once carried beside Savage Orc Warchief Bork
Panic tests and discard the highest result.
Crazy-Bear at the infamous Blood River massacre
and barbecue. A little of the old chief's legendary
savagery lingers on in the blood-soaked fabric. His
ancient spirit drives the greenies onwards and in
their eagerness to get at their enemies they forget
about attacking each other... for a while at least.

The carrying the Bashin' Flag of Bork ignores their


first failed Animosity roll of the game – it passes
the test instead.

43
SKAVEN
This section contains the rules and background for some of the most iconic and powerful magical
artefacts used by the Skaven. These may be used in addition to the magic items found in Warhammer:
Skaven and the Warhammer rulebook.

MAGIC WEAPONS MAGIC ARMOUR


DESOLATE BLADE 30 points SHIELD OF DISTRACTION 30 points
This ancient weapon is imbued with dark power Grimy and ill-kept, this shield bears tainted hides,
and glows with a pulsing green light. grisly trophies, or runes that are painful to look
upon. It emphasises a natural trait in Skaven
The Desolate Blade gives the wielder +1 Strength nature.
and allows them to re-roll all failed rolls To
Wound. Shield. The Shield of Distraction causes all
enemies in base contact with the bearer to suffer -1
BLADE OF BLACK FURY 25 points Attack.
A Skaven wielding this is invigorated with
sorcerous energy that pulses through his body. TALISMANS
The Blade of Black Fury gives wielder +2 Initiative TENEBROUS CLOAK 30 points
and +1 Attack.
This grey cloak is made of spider-silk, magically
moulded into its shifting form. It swims around the
LANGUISHER SWORD 25 points
wearer with a life of its own, concealing him from
The Languisher Sword is a blade forged from
view and turning aside arrows and hostile magic.
broken shards according to a wasting dream
recited by a sorcerer. It causes all opponents to
The Tenebrous Cloak gives the wearer a Ward
become weak and sluggish when fighting the
Save (3+) against all missile attacks and spells.
wielder.
TWISTED CROWN OF
The Languisher Sword causes all enemy models in
THE HORNED RAT 30 points
base contact with the wielder to be subject to the
The crown is crafted from sharp barbs of corroded
Always Strikes Last special rule.
and tangled metal that push their way deep into the
CURSED BLADE OF DELIRIUM 20 points skull of the wearer, sending dark, invigorating
energy through his body.
Enemies fighting the bearer of this maddening
weapon become confused and befuddled, making it
The Twisted Crown of the Horned Rat gives the
hard for them to strike back.
wearer the Regeneration (4+) special rule.
The Cursed Blade of Delirium causes all enemy
RIVAL HIDE TALISMAN 25 points
models attempting to strike the wielder to suffer -1
Wearing the stitched together hides of enemies
To Hit. This has no effect against Animated
slain through treachery is believed to attract the
Constructs.
favour of the Great Horned Rat. It also smells like
HEADSPLITTER 20 points victory.
The twisted runes on this sling guide its bullets
The Rival Hide Talisman forces all enemies
invariably toward the eyes, throat or any other
attempting to strike the wearer to re-roll successful
weak spot in the hide of huge and very tough
rolls To Hit.
monsters.

Clan Eshin only. Sling. Against models with


Toughness 5 or more, Headsplitter automatically
Wounds on the roll of 2+ with the Ignores Armour
Saves special rule. This item may be taken by
models that are not normally allowed to take slings.

44
SHADOW MAGNET TRINKET 25 points EYE OF THE HORNED RAT 15 points
Some warpstone-contaminated veins of ore develop The Eye is imbued with warpstone energy which
the strange property of absorbing light, thus a can be channelled by the bearer by holding the
radius of shadowy darkness forms around the stone firmly to his head.
metal.
The Eye of the Horned Rat may be used at the start
All missile attacks targeted at the bearer of the of your Magic Phase. Roll a D6, on a 2+, add one
Shadow Magnet Trinket or the unit they are with dice to your power dice pool. On 1, remove one
suffer -1 To Hit. dice from your power dice pool.

RING OF DARKNESS 15 points SCRYING STONE 10 points


The bearer of this ring creates an area of almost An orb made of the polished gallstones from the
impenetrable darkness when gazed upon by a dreaded Blindwyrm of the underworld with a chunk
creature that makes use of magical sight. of warpstone at its heart is said to be able to
glimpse the future. At least on occasion, it seems to
The Ring of Darkness gives the wearer the Magical be true!
Resistance (1) special rule. In addition, if a spell or
magic item that would normally force the wearer One use only. The bearer of the Scrying Stone
and any unit they are with to reveal any Magic gains a Ward Save (2+) against their first
Items or Hidden models, they only need to reveal Wounding Hit suffered. However, if this Wound is
the Ring of Darkness. saved the model gains the Stupidity rule for the
remainder of the game in their next turn as they
WARPSCALE PENDANT 15 points await further helpful instructions from the
Crafted with the deformed scales of a Warpfire mysterious globe.
Dragon, the eerily worked talismans are the
product not of twisted Skaven ingenuity as some ENCHANTED ITEMS
suspect but rather of some unseen agency believed
to be connected to the ruling cabals of the Tilean
PIPES OF PIEBALD 25 points
cities-states. Ensorcelled to protect the wearer
When Warlock Engineer Skrrik Piebald attempted
against weapons fuelled by warpstone, many
to build a death-ray he failed miserably, but
Skaven wizards covet such items as a measure
instead succeeded in creating a helmet that allowed
against assassination by their own kind – though
a minor form of mind control. Sometimes.
the fear Warpfire Dragons cause amongst the
Thrumming and hypnotising vibrations rise out of
warpstone-laden holds of the Skaven keeps them
the pipes atop the odd device, mesmerising all
rare.
within range.
The Warpscale Pendant gives the bearer the
All enemies within 12" of the bearer of the Pipes of
Immunity (Flaming Attacks, Lightning Attacks)
Piebald are subject to the Stupidity special rule.
and Magic Resistance (2) special rules. However,
at the beginning of the game, the bearer must pass a
PORTENTS OF
Toughness test or suffer a wound with no saves
VERMINOUS DOOM 20 points
allowed.
Portents of Doom take many forms, although most
often they are back-banners festooned with the
ARCANE ITEMS skulls of the enemy, clan symbols, and runes of the
Horned Rat.
WARPSTORM SCROLL 25 points
As the words of this scroll are read aloud, the sky The Portents of Verminous Doom give the bearer
darkens, lightning charging the air with electricity. the Fear special rule.

Bound Spell, Power Level 5. One use only. The WARPSTONE CHARM 10 points
Warpstorm Scroll contains a direct damage spell Jewels of pure warpstone are often worn by
that targets all units with the Fly special rule within wealthy Skaven as lucky charms.
24". The target units suffer D6 Strength 6 Hits with
the Lightning Attacks special rule. One use only. The Warpstone Charm allows the
bearer to re-roll any one single dice roll that
directly affects them.

45
MAGIC STANDARDS DWARF-HIDE BANNER 20 points
These banners are an affront to the eyes (and
UMBRANNER 35 points noses) of any Dwarf. They are made from Dwarf-
skin soaked in warp-infused urine decorated with
A writhing black cloud hangs over the unit bearing
scalped beards.
the Umbranner, turning arrows in mid-flight away
from their intended targets.
The unit carrying the Dwarf-Hide Banner gains the
Hatred special rule against all units from
The unit carrying the Umbranner gains the Ward
Warhammer: Dwarfs.
Save (4+) special rule against non-magical missiles
with Strength 4 or less.
BANNER OF THE SWARM 15 points
GRAND BANNER OF This rotting banner deludes the enemy into thinking
that they are being overwhelmed by a chittering
CLAN SUPERIORITY 30 points
horde of untold numbers.
These banners take as many forms as there are
Warlord clans. Some are colossal totem-like trophy
The unit carrying the Banner of the Swarm gains
racks of enemy skulls, others rune-etched hide, or
+2 to their combat resolution bonus from
ragged shrouds magically emblazoned with clan
outnumbering their enemies, rather than +1. This
signs.
has no effect on Animated Constructs.
The unit carrying the Grand Banner of Clan BANNER OF THE FOUR
Superiority gains +D3 combat resolution bonus if
BLACK WINDS 10 points
they have more ranks than all enemy units in base
Magical winds howl around this dark, tattered
contact.
banner, forcing flying creatures to the ground.
BANNER OF BURNING HATRED 25 points
Enemies cannot use the Fly special rule to charge
This banner of flayed skin is covered in the
the unit carrying the Banner of the Four Black
powerful runes of the Skaven deity.
Winds.
The unit carrying the Banner of Burning Hatred
BANNER OF VERMINOUS
gains the Hatred special rule.
SCURRYING 10 points
SHROUD OF DRIPPING DEATH 25 points Rituals of skittering urgency allow this banner to
deliver a surge of energy to the unit carrying it.
This horrid banner seems little more than a rag on
a totem pole, yet closer inspection reveals foul
The unit carrying the Banner of Verminous
stains that drip and splash as the bearer moves.
Scurrying can march three times their Movement
The whole of the vile hide throbs, oozing a greenish
value. However, if they do so, the unit suffers 2D6
tinted fluid...
Strength 3 Hits with no saves allowed after making
their March move.
Clan Pestilens only. The Shroud of Dripping Death
causes all enemy models in base contact with the
unit carrying it to suffer a Strength 2 Hit which
Ignores Armour Saves at the start of every Close
Combat phase.

BANNER OF THE UNDER-EMPIRE 20 points


A brown tide of rats scurries along with the unit
bearing this unholy icon of the Great Horned Rat.

The Banner of the Under-Empire causes all enemy


units in base contact with the unit carrying it to
suffer 3D6 Strength 1 Hits at the start of every
Close Combat phase.

46
TOMB KINGS
This section contains the rules and background for some of the most iconic and powerful magical
artefacts used by the Tomb Kings. These may be used in addition to the magic items found in
Warhammer: Tomb Kings and the Warhammer rulebook.

MAGIC WEAPONS BLUE KHEPRA 20 points


Fashioned from exotic sapphires and crafted in the
shape of the flesh-eating, skull-carapaced Khepra
THE BLADE OF MOURNING 35 points
beetle, this ornate brooch protects the wearer from
Forged in the heart of Settra's pyramid on the
baleful magical energy.
centenary of the king's death, the Blade of
Mourning leaves sorrow and despair in its wake.
The Blue Khepra makes the bearer immune to the
effects of all enemy spells.
If a unit suffers at least one wound from the Blade
of Mourning and loses the combat, any negative
modifiers to the unit's Leadership for the ARCANE ITEMS
subsequent Break test are doubled.
STAFF OF RAVENING 35 points
BLADE OF SETEP 30 points This staff unleashes the power of the famine-
This highly ornamented curved sword belonged to bringing locusts of Nehekhara, and they descend on
King Setep of the 5th Khemrian Dynasty, and its the foes of the Tomb Kings in a frenzied cloud.
edge shimmers with blue energy that can shatter
armour. Bound Spell, Power Level 3. The Staff of Ravening
contains a magic missile spell with a range of 18"
The Blade of Setep gives the wielder the Ignores that causes 3D6 Strength 2 hits.
Armour Saves special rule. If the enemy model
wears magical armour, the first Hit against this STAFF OF MASTERY 15 points
model is ignored, but the magical armour is Wielded by Amon-Shapa in the time before the
destroyed for the remainder of the battle. Great Awakening, this copper staff draws magical
energy from the Wind of Light to power the Liche
SERPENT STAFF 5 points Priest's spells.
Crafted in the shape of a cobra, the Serpent Staff
can come to life and strike its foe with a venomous The Staff of Mastery gives the bearer a +1 bonus to
bite. It is only wielded by Liche Priests and High the result of their spell casting attempts when using
Liche Priests. the Lore of Light.

Wizards only. The Serpent Staff gives the wielder HIERATIC JAR 15 points
the Poisoned Attacks special rule. In addition, they This earthenware container is sealed and bound
may re-roll failed rolls To Wound. with glyphs of power. Inside are the remains of a
Liche Priest who has finally succumbed to the
TALISMANS march of time, and it is a potent source of magical
energy.
AMULET OF PHA-STAH 30 Points
One use only. The Hieratic Jar may be used at the
Shaped like the rising moon over the dunes, the
start of any of your Magic phases. The bearer
Amulet of Pha-stah projects a disruptive magical
immediately gains +D3 Power dice. Only they may
energy that counters the defences the foe.
use these extra Power dice.
All enemy Magic Armour and Talismans have no
effect while they remain in base contact with the
wearer of the Amulet of Pha-Stah. Magic Armour
are treated as mundane versions of the same type.

47
ENCHANTED ITEMS MAGIC STANDARDS
BROOCH OF THE GREAT DESERT 15 points STANDARD OF THE SANDS 60 points
Inlaid with gold and lapis lazuli, this brooch was Created for the famed general Amenemhetum the
first used against the foul necromancy of Nagash, Great, this banner summons a raging storm of sand
hampering the effectiveness of his dark magic. that sweeps over the battlefield. With screaming
Each time it is used, its powers are drained, winds and biting sand assaulting then, the enemies
requiring careful incantations from the Liche of the Tomb Kings become momentarily
Priests to restore it to full effect. disorientated and confused.

One use only. The Brooch of the Great Desert can One use only. The Standard of the Sands may be
be used against any enemy spell cast against it, activated at the beginning of any enemy Movement
before attempting to dispel. When used, the bearer phase. For the remainder of the turn, no models
and any unit they are with gain the Magic within 36" of the banner may March, and all units
Resistance (5) special rules for the remainder of the attempting to rally suffer -1 to their Leadership.
turn.
ICON OF RAKAPH 50 points
CROWN OF KINGS 25 points King Rakaph II was an unparalleled tactician.
Worn by the rulers of Zandri since the city was Troops fighting under his banner are instilled with
founded, the Crown of Kings instils the undying unmatched discipline.
will of the wearer into all those nearby.
Tomb Guard or Tomb Herald only. The unit
Tomb King only. The Crown of Kings makes the carrying the Icon of Rakaph may make a Swift
Tomb King's "My Will Be Done!" special rule Reform at the start of their Movement phase. The
affect all friendly Undead units within 6". unit may then move as normal (including declaring
charges).
CHARIOT OF FIRE 20 points
The wheels and scythes of the mighty hero's chariot ICON OF THE SACRED EYE 40 points
blaze with mystical flames. The arcane power of this stylised icon of the
unblinking eye infuses the unit that carries it within
Model in Chariot only. The Chariot of Fire causes their ranks, making their blows strike true.
2D6 impacts hits with the Flaming Attacks and
Magical Attacks special rules. The unit carrying the Icon of the Sacred Eye
(including any mounts) may re-roll failed rolls To
ICON OF RULERSHIP 20 points Hit in the first round of close combat.
The hero's chariot carries a mighty' totemic pole
proclaiming his victories over the enemies of the MIRAGE STANDARD 40 points
Tomb Kings, that pulses with an aura of greatness. Imbued with the curses of a hundred Nehekharan
widows, this banner leads the enemies' minds
Model in Chariot only. The Icon of Rulership gives astray, rendering them almost blind to where the
+1 Combat Resolution bonus. unit bearing the banner actually is.

The Mirage Standard forces all Hits from missile


attacks targeting the unit carrying it to be re-rolled.
This has no effect against Animated Constructs.

STANDARD OF THE
CURSING WORD 25 points
This magic icon contains a powerful curse similar
to that which protects the Tomb Kings and Princes
in their eternal slumber.

All enemy units in base contact with the unit


carrying the Standard of the Cursing Word must
pass a Leadership test or suffer D6 Wounds which
Ignores Armour Saves at the start of each round of
close combat.

48
VAMPIRE COUNTS
This section contains the rules and background for some of the most iconic and powerful magical
artefacts used by the Vampire Counts. These may be used in addition to the magic items found in
Warhammer: Vampire Counts and the Warhammer rulebook.

MAGIC WEAPONS THE BALEFIRE SPIKE 10 points


When the Vampire hunters finally captured
Mangari the Old, the butcher of Hernasalia, they
DREADLANCE 35 points
skewered the Undead lord with his own lance and
The chosen weapon of the infamous Vampire
burned him to dust. The lance endured where
knight, Varisan, this lance is uncannily accurate,
Mangari did not and still burns with the fires of his
said to find its target even in the dark of night.
demise.
Blood Dragon or von Carstein only. Lance. All
Blood Dragon or von Carstein only. Lance. The
attacks with the Dreadlance Hit automatically.
Balefire Spike gives the wielder the Flaming
Attacks special rule.
ASP BOW 25 points
Tomb robbers unearthed the Asp Bow in the city of
Khemri, along with several other artefacts bearing MAGIC ARMOUR
the marks of a Nehekharan snake Goddess named
Asaph who claimed dominion over magic, beauty, HELM OF COMMANDMENT 25 points
and vengeance. When the tomb robbers returned to An artefact of ancient Lahmia, this corroded helmet
the Old World, a strange curse seemed to fall upon can be used to infuse Undead servants with the
them, and all those who possessed items from the wearer's sentience, making them formidable
expedition died mysteriously. The Asp Bow fighters.
eventually found its way into the hands of Neferata,
and it is now used by her most favoured assassin. The Helm of Commandment gives the wearer a 6+
Although ornate and intricately carved with serpent armour save. In addition, if the wearer is not in
imagery, this bow seems utterly mundane. It combat, one friendly Undead unit within 12" may
reveals its true character when a wielder notches use their Weapon Skill instead of their own in close
an arrow, at which point the arrowhead assumes combat.
the character and likeness of a hissing, venomous
snake. Its arrows are like poisonous serpents which ARMOUR OF NIGHT 40 points
eagerly seek their target's heart. This black-enamelled armour swathes the wearer
in an impenetrable cloud of darkness.
Lahmian Vampire only. The Asp Bow is a missile
weapon with the following profile: Model on foot only. Heavy armour. The Armour of
Night causes any missile attacks targeted at the
Range: Strength: Special Rules: wearer or any unit they are with to suffer -2 To Hit.
30" 4 Multiple Wounds (2),
Poisoned Attacks, WAILING HELM 25 points
Sniper Carved with images of the screaming faces of
tortured souls, this corrupt artefact constantly
SWORD OF KINGS 15 points emits a chilling wail.
This accursed and ageless blade thirsts for the
souls of its enemies. The Wailing Helm gives the wearer a 6+ armour
save and the Terror special rule.
Wight Kings only. The Sword of Kings makes the
models Killing Blow special rule take effect on a THE FLAYED HAUBERK 20 points
5+. The design of this virulent crimson armour makes
the wearer appear disturbingly similar to a flayed
and abused cadaver.

Medium armour. The Flayed Hauberk gives the


wearer a 2+ armour save that cannot be improved
by any means.

49
THE ACCURSED ARMOUR 15 points TALISMANS
Some strange flaw in the enchantment of this
armour renders the wearer considerably more CROWN OF THE DAMNED 35 points
resilient whilst robbing them of dexterity.
The bearer draws revitalising energies from the
spirits imprisoned within the Crown, but at times
Heavy armour. The Accursed Armour gives the
their eternal wailing overpowers his mind.
wearer +1 Toughness, but makes them suffer -1
Weapon Skill and Initiative.
The Crown of the Damned gives the wearer the
Stupidity and Ward Save (4+) special rules.
ARMOUR OF BONE 15 points
A product of ancient and twisted sorcery, this
WRISTBANDS OF BLACK GOLD 30 points
construct offers considerable protection to Undead
These ancient ornaments are capable of deflecting
wizards.
arrows, darts and even cannonballs directed
against the bearer.
Medium armour. The Armour of Bone armour can
be chosen by Wizards even though they are not
The Wristbands of Black Gold gives the wearer a
normally allowed to wear armour. When the wearer
Ward Save (3+) against all missile attacks.
fails their first armour save (or if they are wounded
by an attack which ignores armour saves), the
THE GEM OF BLOOD 25 points
Armour of Bone crumbles to dust and is destroyed,
An ancient relic from Nehekhara, this cursed gem
but the Wound is ignored.
is extremely dangerous for the bearer's opponents,
THE CADAVEROUS CUIRASS 15 points but it is said that it will eventually be the undoing
of its master.
The Vampire's exposed heart is protected by a cage
of enchanted gold.
One use only. The Gem of Blood activates when
the bearer of the Gem of Blood suffers their first
Vampires only. Heavy armour. The Cadaverous
Wound in close combat (before saves). Roll a D6;
Cuirass gives the wearer the Immunity (Killing
on a roll of a 1 the wearer suffers the Wound as
Blow) special rule.
normal, and an additional Wound with no armour
save allowed. On a 2+ the Wound is saved, and is
THE CURSED SHIELD
rebounded onto the model that caused it with the
OF MOUSILLON 10 points
Ignores Armour Saves special rule.
Bretonnian legends speak in contempt of these
accursed shields which carry the symbol of the RING OF THE NIGHT 25 points
Black Grail and were used by the Unholy Knights
This magic jewel has the power to draw a cloud of
at the Battle of Mousillon.
concealing darkness around the bearer.
Blood Dragon only. Shield. The Cursed Shield of
All missile attacks targeted at the bearer of the
Mousillon causes one enemy model in base contact
Ring of the Night or the unit they are with suffer -1
of your choice to lose 1 Attack. In addition, all
To Hit.
models in Warhammer: Bretonnia has the Hatred
special rule against the bearer of the shield.

50
ARCANE ITEMS ENCHANTED ITEMS
SCEPTRE DE NOIROT 25 points TALON OF DEATH 35 points
A novitiate Necromancer, de Noirot suffered a The touch of the Talon of Death can drain all life
terrible demise when be invoked the power of this and vitality from mortals, leaving them as dry
sceptre and raised more of the Undead than he husks.
could control.
All enemy models in base contact with the bearer
The Sceptre de Noirot makes the bearer roll an of the Talon of Death suffer a Strength 5 Hit at the
additional D6 when determining the number of start of each round of close combat.
Zombies or Skeletons raised with the Raise Dead
spell from the Lore of Necromancy. THE CASKET OF AGES 25 points
The casket is said to contain the mummified hand
CRIMSON GEM OF LAHMIA 15 points of the Supreme Lord of the Undead.
Nourished with tainted blood, this amulet protects
the wielder from the fickle nature of the winds of One use only. Bound Spell, Power Level 3. The
magic. Casket of Ages contains a direct damage spell that
targets one enemy model in base contact. The
Lahmian only. At any time in the Magic phase, the target model suffers one Wound which Ignores
bearer of the Crimson Gem of Lahmia may Armour Saves. If the Wound is not saved, the
sacrifice one of their Wounds to gain one power victim must pass a Toughness or get removed as a
dice. casualty, with no saves of any kind allowed.

TALISMAN OF THE LYCNI 10 points


The energy of this amulet allows the bearer to
unleash the power of the beast that lurks deep
inside its soul.

Vampires only. Model on foot only. The bearer of


the Talisman of the Lycni gains +4 to their
Movement value and the Swiftstride special rule.

51
MAGIC STANDARDS ROYAL STANDARD OF STRIGOS 25 points
Infused with the last magic of this vanished
THE DRAKENHOF BANNER 50 points kingdom, this banner bestows a portion of the
Strigoi's legendary hatred upon those who carry
Unwilling to expend his power to endlessly
their colours.
replenish his armies, Count Vlad von Carstein had
thrall Necromancers enchant his household
The unit carrying the Royal Standard of Strigos
standard to sustain his bodyguard.
gains the Hatred special rule.
All Undead models in the unit carrying the
BANNER OF THE ENDLESS
Drakenhof Banner gain the Regeneration (4+)
NIGHTMARE 15 points
special rule.
Dating back to Nagash's invasion of Sigmar's
HELL BANNER 40 points empire, this banner is infused with Dark Magic that
binds the Undead to its location and fills them with
Encrusted with the filth of ages the Hell Banner
strength.
inspires horror in the hearts of all those who gaze
upon it.
The unit carrying the Banner of the Endless
Nightmare counts as having one more rank than
All enemy units with Line of Sight to the Hell
normal for the purpose of combat resolution, up to
Banner suffer a -1 penalty to their Leadership. This
a maximum of +4. Note that the unit still needs to
standard has no effect on models with Immunity
have at least one complete rank of 5 or more
(Psychology).
models for this rule to have any affect.
CURSED PENNANT
STANDARD OF HELLISH VIGOUR 15 points
OF MOUSILLON 35 points
The insane Vampire Melkhior created this standard
This banner was taken by the Undead from where it
from the flayed skin of one of his Vampire acolytes.
flew above the keep of Duke Maldred of Mousillon.
The Vampire's essence is still bound to the tattered
Legends claim the curse of Mousillon goes with it
rags of flesh and invigorates the Undead nearby.
and all who are near it suffer from constant ill-
fortune.
Undead only. The unit carrying the Standard of
Hellish Vigour may March despite being Animated
Any enemy unit that is in base contact with the unit
Constructs.
carrying the Cursed Pennant of Mousillon must re-
roll 6's when rolling To Hit, To Wound and when
STANDARD OF
taking armour saves.
EVERLASTING DEATH 15 points
BANNER OF DOOM 25 points The magic of the Standard of Everlasting Death
imbues the regiment with enduring Unlife.
The Undead warriors carrying this ancient icon of
death are invigorated by its power and can rise
The unit carrying the Standard of Everlasting Death
again to rejoin the ranks after having been shot
suffers one less Wound than they normally would
down by the enemy.
due to the Unstable special rule.
The unit carrying the Banner of Doom gains the
BANNER OF HELLFIRE 10 points
Regeneration (5+) special rule against missile
The magic exuded from this banner enchants the
attacks.
weapons of its bearers so that they burn with a
BANNER OF THE DEAD LEGION 25 points magical green fire.
This banner makes the enemies see the Undead
The unit carrying the Banner of Hellfire gains the
they are fighting as a numberless, unstoppable
Flaming Attacks and Magical Attacks special rule.
horde.
ICON OF VENGEANCE 10 points
The unit carrying the Banner of the Dead Legion
counts as having twice its actual Unit Strength in Infused with Dark Magic, this standard sustains the
close combat. This standard has no effect on power of the Undead even when their master has
Animated Constructs. been slain.

The unit carrying the Icon of Vengeance never


takes casualties as a result of the General's death.

52
WARRIORS OF CHAOS
This section contains the rules and background for some of the most iconic and powerful magical
artefacts used by the Warriors of Chaos. These may be used in addition to the magic items found in
Warhammer: Warriors of Chaos and the Warhammer rulebook.

MAGIC WEAPONS WHIP OF SUBVERSION 25 points


AETHERSWORD 30 points The Whip of Subversion is a snaking strap of spiked
leather soaked in the spittle of a hundred she-
The Aethersword flickers and swirls between a
daemons. It can turn a champion into a traitor or a
hundred dimensions every second. Be the enemy's
priestess into a whore with but a single caress.
faith in steel, ithilmar or gromril, there is no shield
that can halt this blade's wrath.
Mark of Slaanesh only. If an enemy character or
monster takes an unsaved wound from the Whip of
The Aethersword gives the wielder the Ignores
Subversion and that model has not yet made its
Armour Saves special rule. In addition, no Parry
attacks for that round, then you may force it to
saves from shields may be taken against it either.
allocate its attacks upon other models from its own
BERSERKER SWORD 30 points side. Wounds caused count towards your combat
resolution.
The Berserker Sword has the essence of a
Bloodthirster of Khorne bound within. It fills those
GLAIVE OF PUTREFACTION 20 points
who carry it with an unquenchable battle fury that
Heavy with the weight of aeons, this rusted but
is stoked by the fires of adversity.
powerful weapon ages its prey at an incredible
rate, granting the kiss of centuries to anything
Mark of Khorne only. Model on foot only. The
touched by its time-blackened blade.
Berserker Sword gives the wielder +1 Attack for
every enemy model in base contact. In a challenge,
Mark of Nurgle only. Polearm. Every unsaved
it only confers +1 Attack.
Wound caused by the Glaive of Putrefaction makes
BLADE OF BLOOD 30 points the victim suffer -1 to their Strength and Toughness
for the remainder of the game.
The Blade of Blood was forged by evil sorcerers
and quenched in the blood of vampires. It retains a
THE FATHER OF BLADES 20 points
vampiric ability to sap the strength of its victims by
It is rumoured that this ancient and filth-encrusted
draining their essence.
blade was the first sword ever to be forged. It
seems to have an uncanny power over other
For every unsaved Wound caused by the Blade of
weapons.
Blood, the wielder may take a Strength test. If
passed, the wielder regains 1 Wound previously
All To Hit rolls of 1 directed against the wielder of
lost during the game. However, if the test is failed,
the Father of Blades instead hit the attacking
the wielder loses 1 Wound with no saves allowed
model.
instead.

WHIP OF PLEASURE 30 points SOUL CLEAVER 10 points


This blade was forged over a fire of starving souls.
This long whip writhes with its own power, its
Its edges are worked into a thousand tiny mouths,
crack sounding out like a peal of thunder. The
each studded with spiny teeth and rasping tongues.
Whip of Pleasure lashes ahead of the wielder to
When it strikes a victim, their vitality is drained
strike the enemy at a distance, rasping flesh from
away by the Soul Cleaver's dark magic.
bone.
Any model that suffers an unsaved Wound from the
Mark of Slaanesh only. The Whip of Pleasure gives
Soul Cleaver must pass a Toughness test or suffer
the wielder +1 Attack. In addition, the wielder
an additional wound with no saves allowed.
gains the Always Strikes First special rule in the
first round of close combat.

53
MAGIC ARMOUR GAZE OF THE GODS 30 points
This wrought iron pendant straws that the wearer
ARMOUR OF MORRSLIEB 40 points is particularly favoured and watched by the gods of
Chaos. They will protect him if he serves them well,
This artefact was not forged but hewn from rock;
but if he fails them, he will be punished.
rock that was once part of the Chaos moon
Morrslieb.
The Gaze of the Gods gives the wearer a Ward
Save (4+). However, if the model flees for any
Full plate armour. The Armour of Morrslieb gives
reason, the wrath of the Chaos gods is visited upon
the wearer a Ward Save (4+) against non-Magical
him. After working out the Flee move, the model is
Attacks.
turned into a Chaos Spawn, with the same number
of wounds remaining as the character had. If you
SKINHIDDEN PLATE 35 points
do not have a Spawn model to replace the character
Over time this armour has sank beneath the skin of
then he simply counts as slain. For Victory Points
the wearer, giving him a terribly distorted
purposes, the character is not counted as slain or
appearance but dramatically increased resilience.
below half Wounds unless the Spawn he has turned
into is slain or is below half Wounds.
Full plate armour. The Skinhidden Plate confers +1
Toughness upon the wearer.
ARCANE ITEMS
THE BRONZE ARMOUR
OF ZHRAKK 25 points INFERNAL PUPPET 35 points
Zhrakk was the scourge of the Empire in its Dancing on the Winds of Magic like a marionette
foundling days. When Zhrakk was finally laid low upon its strings, this eldritch homunculus draws
his all-enclosing armour was found to be empty but upon wild magic and channels it to his master's
for an overpowering stench of brimstone. whim.

Full plate armour. The Bronze Armour of Zhrakk The bearer of the Infernal Puppet may choose to
gives the wearer the Immunity (Psychology, modify any rolls on the Miscast table made by any
Killing Blow, Multiple Wounds) special rules. Wizard on the battlefield by up to D3 each time.
However, no other model may use the model's
Leadership. STAFF OF CHANGE 65 points
The Staff of Change is a symbol of Tzeentch, Lord
ARMOUR OF TORTURED SOULS 20 points of Magic. It focuses Chaos energy, allotting the
This suit of armour is fully enclosed. Nothing wielder to control the winds of magic with more
remains of the wearer except his spirit and the precision than any normal sorcerer could ever
spirits of those who wore the armour before him. hope for.

Full plate armour. The Armour of Tortured Souls Mark of Tzeentch only. The bearer can re-roll any
gives the wearer +1 Toughness against non- number of the dice rolled to cast or dispel a spell.
Magical Attacks. This can effectively negate any effects of a Miscast
and cause Ultimate Power. However, if the bearer
TALISMANS casts a spell with Ultimate Power using the staff's
re-roll ability, the staff will exhaust its power and
cease working for the rest of the battle.
COLLAR OF KHORNE 25 points
The Champion has bested a Flesh Hound of ROD OF CORRUPTION 30 points
Khorne in unarmed combat and won the right to The Rod of Corruption seethes with the foul
wear the beast's rune-etched collar around his own energies of Nurgle's Rot. Its touch brings
neck. corruption and almost certain death.
Mark of Khorne only. The Collar of Khorne gives Mark of Nurgle only. Bound Spell, Power Level 3.
the wearer the Magic Resistance (3) special rule. The Rod of Corruption contains a direct damage
spell with a range of 24". The target unit suffers D6
Strength 2 Hits with the Ignores Armour Saves
special rule. This has no effect against Animated
Constructs.

54
SCEPTRE OF DOMINATION 35 points BINDINGS OF SLAANESH 25 points
The bearer can seduce the minds of his foes, This set of dark chains and black leather straps
manipulating them to his will. fitted with hooks and sharp blades is every bit as
sinister as it looks. To use it, the wearer must fit the
Mark of Slaanesh only. Bound Spell, Power Level loops over his body as if he were wearing a
4. The Sceptre of Domination contains the Pavane harness. As soon as they are properly placed, the
of Slaanesh spell from the Lore of Slaanesh. chains and straps tighten, burrowing painfully into
the flesh. The hooks and razors ensure that the
ENCHANTED ITEMS wounds remain open for all to see. The Bindings of
Slaanesh were first encountered in the Great War
Against Chaos. Though the first encounter dates
BLASPHEMOUS AMULET 35 points
some 200 years ago, the reports were very detailed.
The Blasphemous Amulet surrounds the wearer
Worn by a Mutant who was the essence of beauty,
with a seething nimbus of magic that warps and
she strode naked through the battlefield wearing
mutates those close by.
only the Bindings and wielding a jagged sword.
She seemed to become thrilled by her injuries, and
At the start of every close combat phase, all enemy
those she inflicted. She would rush up to a soldier,
models in base contact with the bearer of the
and the hooks and barbs would lash out from her
Blasphemous Amulet must pass a Toughness test
skin and hold her enemies in place while she
or suffer one Wound which Ignores Armour Saves.
carved them up. She was finally brought down by a
This has no effect against Animated Constructs.
squad of archers who peppered her with scores of
arrows. Even as black blood seeped from
ROD OF TORMENT 35 points innumerable wounds, she writhed with pleasure.
This pitted iron rod bums with malefic energy.
When pointed at the foe it can cause crippling pain. Mark of Slaanesh only. Enemies cannot refuse
challenges issued by the wearer of the Bindings of
Bound Spell, Power Level 3. The Rod of Torment Slaanesh. In addition, they are subject to the
contains a magic missile with a range of 18" and Always Strikes Last special rule in challenges
causes 2D6 Strength 3 hits. (including mounts).
FAITHLESS CHARM 30 points THE BLACK TONGUE 10 points
The degenerate Ettin hill clans have been known to Cut from the head of Aekold Helbrass, when coated
hang these small craven charms in the dismal in the user's blood this withered tongue comes to
northern woods, warding away those who would life, babbling in the tongue of Daemons and
trespass on the Ettins' miserable existence. Each is disrupting the spellcasting of even the most
an embodiment of the unholy curse that afflicts the powerful mage.
very souls of the Ettins. Those foolish enough to
carry one with them for any length of time find Mark of Khorne only. One use only. The Black
their senses sharpened – until they lose control and Tongue can be used whenever an enemy Wizard
the curse consumes them too. fails to cast a spell. When used, the spell counts as
having been Miscast. The model bearing the Black
The Faithless Charm gives the bearer the Always Tongue then suffers a wound with no saves
Strike First and Killing Blow special rules. allowed.
However, if they fail any Leadership test, they lose
Always Strike First and gain Frenzy and Always FAVOUR OF THE GODS 5 points
Strikes Last instead. The bearer cannot lose their
The bearer carries an obsidian pendant that marks
Frenzy.
him as truly chosen by the Dark Gods.

After rolling on the Eye of the Gods table the


bearer may add or subtract one from his roll. This
may not affect a result of 2 or 12.

55
MAGIC STANDARDS BLASTED STANDARD 25 points
Woven from threads of pure magic, this standard is
DOOM TOTEM 40 points inscribed with runes that constantly writhe, and
surrounded with the coruscating fires of change.
A collection of ragged skins strung over a
These magical flames shield Tzeentch's followers,
framework of Trollbone, the Doom Totem exudes a
leaping out to intercept enemy missiles and
potent magic that demoralises and appals all who
transforming them according to the Lord of Fate's
look upon it.
whim. Volleys of arrows might be transformed into
clouds of feathers, shoals of fish or puffs of multi-
All enemy units with Line of Sight to the Doom
hued smoke whilst falling rocks and hurtling
Totem suffer a -1 penalty to their Leadership. This
cannonballs may be altered into snowballs or piles
standard has no effect on models with Immunity
of toads. However, such is Tzeentch's fickle nature
(Psychology).
that these flames occasionally change a spent shot
into a bolt of lightning or a spinning shard of
BANNER OF RAGE 25 points
crystal that punches into one of his followers with
Sewn from strings of congealed gore, this banner
devastating – and often fatal – force.
radiates bloodlust so strong that those beneath it
are goaded into a state of permanent rage. There is
Mark of Tzeentch only. Each time the unit carrying
a prophecy written in the Tome of Blood of a great
the Blasted Standard suffers a hit from a shooting
champion who will carry the Banner of Rage
attack, roll a D6 immediately before rolling To
across a river of blood and be granted the gift of
Wound. On the roll of 2+, the Strength of that hit is
Daemonhood. To date, no mortal has been
halved. However, if the result is a 1, the Strength of
rewarded so, for none have lived long enough. The
that hit is instead doubled. Attacks that do not roll
promise of immortality draws Khorne's followers
To Wound, or that wound automatically, are not
from across the world, each challenger believing
affected by the Blasted Standard.
that they alone are the one the prophecy speaks of,
each ready to pluck the banner from the dead RAPTUROUS STANDARD 25 points
fingers of its current bearer.
This banner is fashioned from the flensed skin of a
dozen hysterical maniacs. Imprisoned within the
Mark of Khorne only. The unit carrying the Banner
Rapturous Standard are the souls of Slaanesh's
of Rage can never lose their Frenzy. In addition, it
most ardent worshippers. It drives those beneath it
may re-roll failed Break Tests.
into a euphoric state that even the fear of death
cannot mar.
FESTERING SHROUD 25 points
This putrid, rotting standard constantly seeps with
Mark of Slaanesh only. The unit carrying the
a horrendous gruel of pus and mucus, infecting all
Rapturous Standard gains the Unbreakable special
around with debilitating plagues.
rule.
Mark of Nurgle only. All models in base contact
with the unit carrying the Festering Shroud must
pass a Toughness test or suffer a Wound which
Ignores Armour Saves at the start of each round of
close combat. This standard has no effect on
models with the Mark of Nurgle or Animated
Constructs.

56
WOOD ELVES
This section contains the rules and background for some of the most iconic and powerful magical
artefacts used by the Wood Elves. These may be used in addition to the magic items found in
Warhammer: Wood Elves and the Warhammer rulebook.

MAGIC WEAPONS THE SPEAR OF TWILIGHT 20 points


When this spear strikes, the fury and rage of the
wielder is channelled into the body of the foe with
THE DAWNSPEAR 35 points
appalling and destructive force.
When the Wild Hunt rides from Athel Loren, the
Elven prince chosen as Orion's equerry carries the
Spear. The Spear of Twilight gives the wielder the
Dawnspear, a powerful talisman as old as the
Killing Blow special rule.
alliance between the Asrai and Athel Loren. Each
time the Dawnspear tastes blood, it unleashes a
THE SWORD OF A
pulse of brilliant light, blinding the wielder's foes
THOUSAND WINTERS 20 points
with its brilliance.
An unnatural chill resides within the steel of this
Spear. If the wielder of the Dawnspear causes an sword, a terrible cold that burns flesh and freezes
unsaved wound on an enemy, then all enemy the blood – only the strongest of warriors can
endure its touch.
models in that unit that have not yet attacked suffer
-1 To Hit in this round of close combat.
The Sword of a Thousand Winters gives the bearer
THE CALLACH'S CLAW 25 points the Ice Attacks special rule. In addition, Characters
and Monsters must take a Toughness test for each
The Callach is a crone figure from Asrai folklore,
unsaved wound suffered by the Sword of a
an aged and twisted spirit whose great delight is in
Thousand Winters. For every test failed, they suffer
suffering. This magical blade wails in dozens of
-1 Strength, Initiative and Attacks for the remainder
insubstantial voices, each an echo of one of her
of the game.
victims.
RAGETH'S WILDFIRE BLADES 10 points
Any unit suffering one or more unsaved wounds
When drawn, the blades of these swords burn with
from the Callach's Claw suffers a -2 penalty to their
a magical flame that cannot be extinguished.
Leadership for the remainder of the Combat phase.

THE HUNTER'S TALON 25 points Two hand weapons. Rageth's Wildfire Blades give
the wielder the Flaming Attacks special rule.
Originally crafted for Altathir, a master of the
Waywatchers in ages past, this longbow has a
gnarled and twisted appearance that belies the MAGIC ARMOUR
uncanny precision of which it is capable.
ARMOUR OF THE FEY 30 points
Asrai Longbow. The Hunter's Talon gives the In Bretonnia, there are tales of a solitary Elf knight
wielder the Sniper special rule. who, when brought to battle, could not, be slain for
his armour kept him safe against the lances and
BLADES OF LOEC 20 points magical blades of his foes. Ultimately, so the tale
The swirling and delicate patterns inscribed into recounts, this knight was slain by a peasant woman
these matched swords assume a life of their own whom he had lured away from her family – his
when sunlight falls upon them, dazzling and throat cut by a simple knife.
distracting the bearer's opponent.
Light armour. The Armour of the Fey gives the
Shadowdancer only. Two hand weapons. The Ward Save (4+) special rule against Magical
Blades of Loec allow the wielder to re-roll failed Attacks.
rolls To Wound.
THE OAKEN ARMOUR 35 points
Said to have been crafted by Daith himself, this
armour binds the lifeforce of its bearer to that of
Athel Loren, keeping them safe from harm.

Light armour. The Oaken Armour gives the wearer


the Regeneration (4+) special rule.

57
RAILARIAN'S MANTLE 20 points AMBER PENDANT 25 points
Woven and bound by the oldest of Branchwraiths This mysterious artefact exists not only in the
for the first Elven guardian of the sacred trees, this physical dimensions, it also creates a distortion in
armour is only gifted to one chosen by Athel Loren the flow of time, slowing any creature who would
itself. cause harm to the bearer.

Light armour. Railarian's Mantle gives the wearer The Amber Pendant causes all enemy units in base
the Ward Save (5+) special rule if they are within contact with the wearer to be subject to the Always
6" of a forest. Strikes Last special rule.

BRIARSHEATH 15 points THE FIMBULWINTER SHARD 25 points


The writhing thorns and brambles of this armour The very air itself is chilled by the presence of this
work their way into the bearer's surroundings, ancient talisman whose runes proclaim a time in
rendering him invisible to all but the most which all life is lost beneath a blanket of ice.
observant foe.
The Fimbulwinter Shard causes enemies attacking
Model on foot only. Light armour. The Briarsheath the bearer in close combat to suffer -1 To Hit.
causes any missile attacks targeted at the wearer to However, all models with the Forest Spirit special
suffer -1 To Hit, or -2 To Hit if the wearer is in a rule suffer from Stupidity while the bearer is within
forest. 6".

TALISMANS STONE OF REBIRTH 15 points


Blessed by the wardens of Athel Loren's inner
AMARANTHINE BROOCH 35 points groves, the Stone of Rebirth bestows its bearer with
the promise that life shall spring anew from death.
Fashioned from the petals of a flower that endures
throughout all the seasons, the magic of this
One use only. If the bearer of the Stone of Rebirth
brooch can sustain the wearer no matter how
is killed, roll a D6. On a 2+, the model is brought
grievous his wounds.
back to life with one Wound remaining. This has
no effect if the wearer was killed as a result of
The Amaranthine Brooch gives the wearer the
being pursued down.
Ward Save (4+) special rule against non-Magical
Attacks.
MERCIW'S LOCUS 15 points
Merciw was an eccentric noble who held the
GLAMOURWEAVE 35 points
concepts of personal honour and fairness in
The air around the bearer of this brooch is
unusually high esteem. This gem is an undying
permeated with hypnotic colours and patterns.
extension of his beliefs.
Only a being of exceptional willpower can fight its
allure.
Merciw's Locus causes the bearer and any model
attacking them to lose all Strength bonuses from
The Glamourweave gives the bearer the Ward Save
any weapon they might carry.
(4+) special rule against missile attacks. In
addition, any model attempting to strike the bearer
WAYSTALKER'S CLOAK 10 points
in close combat must first pass a Leadership test or
Woven from the hair of Elf maidens with the living
require 6's To Hit the bearer during that Combat
leaves from sacred trees, a Waystalker's Cloak is a
phase.
wondrous object. Quite rare, they are never for
STONE OF THE CRYSTAL MERE 30 points sale and can only be recovered from the corpses of
Wood Elves or more commonly, they are bestowed
The stone is a beautiful, faultless crystal that was
onto a hero who has done a great service to the
plucked from a deep river bed and gifted to the
Elves of Athel Loren.
warrior hero Naithal. It protects the bearer from
harm, but is fragile and will shatter into a million
The Waystalker's Cloak gives the wearer the Forest
pieces should it fail in its purpose.
Stalker special rule.
The Stone of the Crystal Mere gives the bearer the
Ward Save (3+) special rule. However, if this Ward
Save is ever failed, then the stone shatters and the
Ward Save is lost for the rest of the game.

58
ARCANE ITEMS ENCHANTED ITEMS
RANU'S HEARTSTIONE 40 points THE HORN OF THE ASRAI 25 points
Focusing upon the ancient gem can help a mage The beautiful sound of this fabled horn lays a
calm their inner thoughts and so focus their hold glamour upon those who hear it winded, eroding
upon the winds of magic. their will; the better to lure them to their doom.

Once per Magic phase, the bearer of Ranu's One use only. The Horn of the Asrai can be used at
Heartstone may re-roll one of the dice when casting the beginning of any enemy Movement phase.
or dispelling a spell. This can be used to prevent a When used, all enemies able to declare a charge the
miscast or to cause Ultimate Power. bearer of this item must take a Psychology test. If
they fail, they must declare a charge against the
DIVINATION ORB 25 points bearer this turn.
A careful mage can read the skeins of the future in
the twisting and swirling mists contained within WRAITHSTONE 25 points
this sphere, enabling them to better anticipate This crystal emits the ghostly screams of all those
opposing wizards. who met with their death within the waystone fence
that bounds Athel Loren.
If an opponent uses more than three power dice
(from any source) when casting any spell, the All enemy units within 6" of the bearer of the
bearer of the Divination Orb may add an extra free Wraithstone suffer a -1 penalty to their Leadership.
Dispel dice into the attempt to dispel that spell. This has no effect on models with Immunity
(Psychology).
THE DEEPWOOD SPHERE 20 points
This twisted and thorny orb of ebony wood speaks ELYNETT'S BROOCH 20 points
to the trees in the bitterest words of vengeance and This intricate treasure retains a portion its original
spite, exhorting them to strike down all who intrude owner's strength of character, filling the wearer
upon them. Only the bravest or most foolhardy ever with resolve.
venture into a forest under the influence of the
Deepwood Sphere. Elynett's Brooch allows the wearer and any unit
they are with to re-roll failed Psychology tests.
Any enemy unit that enters a forest within 18" of
the bearer of the Deepwood Sphere suffers D6 ARROWS OF POTENCY 10 pts
Strength 4 Hits as soon as they have finished their Thorkund Axe-Crazy, a famous Dwarf treasure
move. They continue to suffer D6 Strength 4 Hits hunter of pre-imperial times, recovered these
at the start of any of their Movement phases for as arrows just after the War of the Beard. Noted for
long as they remain in the forest. liberating many magical items to be sent back to
his hold to be “broken” by the Runesmiths, he was
ELF CHARM 20 points said to have disappeared after venturing into Athel
The Elf Charm appears to be nothing more than an Loren in search of Wood Elf treasure. The truth is,
acorn. However, when held to the purifying rays of his body was recovered, but it was pin cushioned
the light, faint Elven script appears all over its with twenty of these arrows.
surface. A particularly foolish Bretonnian Peasant
somehow survived an adventure into the heart of Enchanted Arrows. Any shots made with the
Athel Loren, reputedly venturing into the secret Arrows of Potency have the Multiple Wounds (2)
King’s Glade where Orion resides. Somehow, the special rule.
Peasant escaped, but was killed by a passing
Knight for some terrible perceived impropriety. GWYTHERC'S HORN 5 points
The Knight claimed the acorn for himself and No purer sound is there than a single note from this
carried it with him to his Keep, only to lose it along great horn, a perfectly crafted musical instrument,
the way. capable of emboldening the faint of heart and
rousing the timid to action.
When casting spells from the Lore of Life, the
wizard carrying the Elf Charm may add D3 to his All friendly units within 12" of the bearer of
casting value once per Magic phase. Gwytherc's Horn gain +1 to their Leadership when
attempting to Rally.

59
DRAGONTOOTH ARROWS 5 points FAOGHIR, THE BANNER
The tips of these arrows are fashioned from the OF DWINDLING 25 points
teeth of a great Forest Dragon and contain much of Woven by Elven maidens from the last, crimson
the poison that lingers upon its breath. leaves of autumn, this enchanted banner saps the
impure of their energy, allowing the Asrai to strike
Enchanted Arrows. Any Character or Monster them down, never to return to their lands.
wounded by Dragontooth Arrows gains the
Stupidity special rule for the remainder of the Enemies that flee from the unit carrying Faoghir,
game. the Banner of Dwindling as a result of failing a
Break Test roll one dice less than normal to
MAGIC STANDARDS determine their flee distance.

GAEMRATH, THE BANNER SAEMRATH, THE BANNER


OF MIDWINTER 25 points OF ZENITH 25 points
The Banner of the Zenith is said to reflect a portion
A standard of gnarled and impossibly ancient Oak,
of the radiance of the Lady Ariel, for it shines with
Gaemrath bears life still; a symbol to all that even
such purity that none who mean harm to the Asrai
in the most dormant heart can be found the will to
may approach it.
stand and never to break before the foe, or indeed,
the ages.
Enemy units within 12" of the unit carrying
Saemrath, the Banner of the Zenith at the start of
One use only. Gaemrath, the Banner of Midwinter
their Movement phase may not March.
may be used at the start of any of your Movement
phases. Until the start of your next Movement
AECH, THE BANNER
phase, the unit carrying the banner may not move
and gains the Unbreakable special rule.
OF SPRINGTIDE 10 points
Decorated with symbols of fertility and fecundity,
the Banner of Springtide fills the Asrai with the
energy and passion of spring, enabling them to
react to threats with an uncanny speed.

The unit carrying Aech, the Banner of Springtide


gains the Quick to Fire special rule.

60

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