Warhammer - Magic Items v.1.2-3
Warhammer - Magic Items v.1.2-3
MAGIC ITEMS
By Mathias Eliasson
v.1.2
2
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.
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!"
3
CONTENTS
BEASTMEN.......................................................... 5 OGRE KINGDOMS ........................................ 36
Magic Weapons ..................................................... 5 Magic Weapons ................................................... 36
Magic Armour ....................................................... 6 Magic Armour ...................................................... 36
Talismans ............................................................... 7 Talismans ............................................................. 36
Arcane Items .......................................................... 7 Arcane Items ........................................................ 36
Enchanted Items .................................................... 8 Enchanted Items ................................................... 37
Magic Standards .................................................... 9 Magic Standards................................................... 37
BRETONNIA ..................................................... 10 ORCS & GOBLINS ......................................... 38
Magic Weapons ................................................... 10 Magic Weapons ................................................... 38
Magic Armour ..................................................... 10 Magic Armour ...................................................... 40
Talismans ............................................................. 11 Talismans ............................................................. 40
Arcane Items ........................................................ 12 Arcane Items ........................................................ 41
Enchanted Items .................................................. 12 Enchanted Items ................................................... 42
Magic Standards .................................................. 13 Magic Standards................................................... 43
DAEMONS OF CHAOS .............................. 14 SKAVEN ............................................................. 45
Magic Weapons ................................................... 14 Magic Weapons ................................................... 45
Arcane Items ........................................................ 14 Magic Armour ...................................................... 45
Enchanted Items .................................................. 15 Talismans ............................................................. 45
Magic Standards .................................................. 16 Arcane Items ........................................................ 46
DARK ELVES .................................................... 17 Enchanted Items ................................................... 46
Magic Weapons ................................................... 17 Magic Standards................................................... 47
Magic Armour ..................................................... 18 TOMB KINGS................................................... 48
Talismans ............................................................. 18 Magic Weapons ................................................... 48
Arcane Items ........................................................ 19 Talismans ............................................................. 48
Enchanted Items .................................................. 20 Arcane Items ........................................................ 48
Magic Standards .................................................. 21 Enchanted Items ................................................... 49
THE EMPIRE ..................................................... 22 Magic Standards................................................... 49
Magic Weapons ................................................... 22 VAMPIRE COUNTS ..................................... 50
Magic Armour ..................................................... 23 Magic Weapons ................................................... 50
Talismans ............................................................. 23 Magic Armour ...................................................... 50
Arcane Items ........................................................ 24 Talismans ............................................................. 51
Enchanted Items .................................................. 24 Arcane Items ........................................................ 52
Magic Standards .................................................. 26 Enchanted Items ................................................... 52
HIGH ELVES ..................................................... 27 Magic Standards................................................... 53
Magic Weapons ................................................... 27 WARRIORS OF CHAOS ............................. 54
Magic Armour ..................................................... 27 Magic Weapons ................................................... 54
Talismans ............................................................. 28 Magic Armour ...................................................... 55
Arcane Items ........................................................ 29 Talismans ............................................................. 55
Enchanted Items .................................................. 30 Arcane Items ........................................................ 55
Magic Standards .................................................. 31 Enchanted Items ................................................... 56
LIZARDMEN...................................................... 32 Magic Standards................................................... 57
Magic Weapons ................................................... 32 WOOD ELVES ................................................. 58
Magic Armour ..................................................... 33 Magic Weapons ................................................... 58
Talismans ............................................................. 33 Magic Armour ...................................................... 58
Arcane Items ........................................................ 33 Talismans ............................................................. 59
Enchanted Items .................................................. 34 Arcane Items ........................................................ 60
Magic Standards .................................................. 35 Enchanted Items ................................................... 60
Magic Standards................................................... 61
4
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.
5
EVERBLEED 20 points TROLLHIDE ARMOUR 30 points
Also known as Warrior's Bane, this much-feared Properly treated and inscribed with the correct
blade bears a potent blood magic. Even a slight cut sigils when Morrsleib is full in the sky, the
will erupt in a geyser of gore that will not heal. Trollhide Armour confers some of the more
gruesome abilities of its former occupant to the
Every time an enemy model suffers an unsaved wearer.
wound from Everbleed, roll a D6. On the result of a
4+, the enemy loses an additional wound, with no Light armour. Trollhide Armour gives the wearer
saves of any kind allowed, and you must roll again. the Regeneration (4+) special rule.
Keep on rolling as long as the result is a 4+.
PELT OF THE DARK YOUNG 15 points
JAGGED DAGGER 10 points After years of being smeared in blood, filth and
A potent sacrificial tool that radiates the wrath of a excrement in the name of the Chaos gods, the
thousand ritual offerings to the Dark Gods. Champion's pelt has mutated into an iron-hard
cloak of gristle and hair that affords protection
Wizard only. Every enemy model killed in close from both physical and magical attacks.
combat with the Jagged Dagger generates an
additional Power or Dispel dice that can be used in The Pelt of the Dark Young gives the wearer the
the next Magic phase. Magic Resistance (1) and Natural Armour (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 CHAOS ARMOUR 10 points
This armour is encrusted with a vivid patina of
As well as scraps of chainmail and plate metal, the
corrosion and decay, cursed by a Bray-Shaman so
Chaos Armour of Beastmen is often also formed
that it spreads to any blade that strikes it. Even the
from bone, wood and the hides of strange
keenest weapon is blunted, dulled or shattered
creatures.
upon striking the armour.
Heavy armour. This armour may be taken by any
Medium armour. At the end of each round of close
character in the Beastman army, including Wizards.
combat, roll a D6 for each magic weapon that Hit
the wearer of the armour. On the result of a 2+, the
enemy item loses its special rules and ceases to
count as a magic weapon. Instead it will count as a
normal weapon of its type for the remainder of the
battle.
6
TALISMANS ARCANE ITEMS
CROWN OF HORNS 30 points SKULL OF RARKOS 55 points
Occasionally, a beast that has earned the favour of The bleached skull of the long-dead Great Bray-
his patron god sprouts a thick crown of long, jet- Shaman Rarkos is mounted upon the bearer's staff.
black horns from his skull. Rivulets of blood The skull is cursed to chatter and shriek the
constantly trickle from where the horns have incantations its former owner knew in life, lending
pushed through his forehead, and it is obvious to its dark power to nearby shamans.
all that the bearer has truly been marked for
greatness. All friendly Beastman Wizards within 12"
(including the bearer himself) gain a +1 bonus to
The bearer of the Crown of Horns gains a Ward the result of their spell casting attempts.
Save (5+). In addition, any unit he joins gains +1 to
any Rally attempts they make. STAFF OF DARKOTH 25 points
This staff and its wielder are crawling with slugs,
EYE OF NIGHT 25 points bugs, and insects. They seeth over the surface of
The Eye of Night is a black stone charm worn the wood, burrow into the shaman's fur and inhabit
about the neck of the bearer. Its inky depths creep his robes. This staff writhes with movement,
outward to envelop its bearer, protecting him from twisting in the bearer's hand. Faces appear in the
the effects of certain types of baleful energy and woodwork, pushing outwards to curse the living.
turning the power of the Winds of Magic against This malevolent staff can be used by a Bray-
their caster. shaman to enhance his magical powers.
The Eye of Night gives the bearer the Magic Bound spell, Power Level 3. The Staff of Darkoth
Resistance (2) special rule. In addition, if an enemy contains the Viletide spell from the Lore of the
Wizard within 24" attempts to cast a spell from the Wild.
Lore of Life, the Lore of Heavens or the Lore of
Light and suffers a miscast, you may force them to THE PLAGUE CHALICE 20 points
re-roll the result on the Miscast table. This rotting wooden goblet is filled with a festering
brew of pus and blood, with wriggling maggots and
worms spill from the froth on the liquid's surface. A
Shaman who sups from the chalice feels a burning
pain wrack his body as the foul liquid seeps
through him, yet his magical ability is suddenly
enhanced, making his spells all-powerful and
deadly.
7
ENCHANTED ITEMS THE GORETOOTH 25 points
Wrenched from the jaw of the legendary Doombull
Grashak, the Goretooth is hung from a necklace of
HORN OF THE GREAT HUNT 35 points
bones and tendons. It carries within it the savage
Carved from the tusk of a slain Boar-god, the
hatred of this once-mighty Champion of Chaos, and
resounding clamour that sounds when it is blown is
the wearer constantly froths at the mouth,
such that any Beastmen who hear it will race to
bloodshot eyes staring as he lumbers toward his
answer its call.
prey.
Bound Spell, Power Level 4. The Horn of the Great
The Goretooth gives the bearer the Hatred and
Hunt contains the Bestial Surge spell from the Lore
Bloodgreed special rules.
of the Wild.
SKIN OF MAN 15 points
STONE OF SPITE 25 points
The wearer of the flayed, sigil-encrusted Skin of
Contained within this glowing stone is the soul of
Man is under a glamour that makes him appear
an Ungor slain in a hideous ritual. When cast to
little more than a particularly ugly peasant. When
the ground, the stone shatters and the Ungor's
the skin is cast aside the awful truth is revealed.
bitterness and spite is released in a howling gale
that is drawn to magical emanations with
Infantry only. The bearer of the Skin of Man gains
devastating effect.
the Scouts special rule.
One use only. Bound spell, Power Level 5. Every BLOODHUNT HORN 10 points
Arcane Item within 18" immediately explodes in
Fashioned from the tusk of one of the lumbering
the hands of its bearer (friend and foe). Each bearer
daemonkin haunting the depths of the forest, a blast
of an Arcane Item within range suffers D6 Strength
on this magical horn can chill enemy warriors to
4 hits per item. The items are immediately
the core, and drive all thoughts of battle from their
destroyed.
minds in their desperation to flee.
HORN OF THE FIRST BEAST 25 points
One Use Only. Once per battle, the bearer can force
This immeasurably ancient, fossilised horn is said
a fleeing enemy unit within 12" to automatically
to be taken from the skull of the First Beast. When
fail their Rally test. This must be declared before
it is sounded, a cloud of dismay falls upon the
the test is made.
enemy, whilst the Beastmen find the savage fury of
their race swelling within their hearts. CACOPHONOUS DIRGE 5 points
The march of the warherd is always accompanied
Beastlords and Wargors only. All friendly units
by the raucous, atonal droning of pipes and the
within 12" of the bearer of the Horn of the Great
dolorous rhythm of wardrums. The Cacophonous
Beast may re-roll failed Primal Fury tests.
Dirge is a war horn fashioned from the tusk of a
mighty Ramhorn. It is so deafeningly loud that it
drowns out the instruments of all who face the
Beastmen.
8
MAGIC STANDARDS THE BANNER OF OUTRAGE 25 points
The Banner of Outrage takes the form of a
THE FLESH BANNER 35 points legendary standard torn from the dying grip of its
erstwhile bearer and desecrated before his very
The Flesh Banner is made from living body-matter
eyes. The banner is befouled and stained and is a
and looks like a boneless man stretched into a
terrible affront to the enemy, while the Beastmen
large, squarish shape. In battle, the pitiful creature
are fuelled to ever more vile extremes of savagery
wails and screams at the enemy, clutching at them
in its presence.
with flailing arms and tentacles, drawing them
towards its drooling mouths.
The unit carrying the Banner of Outrage
automatically passes Primal Fury tests and counts
At the start of each close combat phase, all enemy
as having rolled doubles. However, all enemy units
units in base contact with the bearer of the Flesh
gain the Hatred special rule against the unit.
Banner suffers D6 Strength 4 hits, distributed as
Hits from shooting. Any wounds caused by the THE GORE BANNER 20 points
Flesh Banner counts towards combat resolution.
Festooned with the horns of past Beastlords, the
VITRIOLIC TOTEM 25 points Gore Banner is a powerful symbol to Beastmen and
bolsters their confidence.
This gnarled, contorted bough is hung with the
heads of fallen Bestigor Champions, bulging from
The unit with the Gore Banner re-rolls failed
within its dark branches like obscene fruit. The
Psychology tests.
magic of the totem is so strong that these heads
chatter with a semblance of life, dribbling thick TOTEM OF RUST 15 points
strings of poisonous blood in an unholy sacrament
Little more than a fanged spike with the corroded
onto the outstretched weapons of the Beastmen
remains of fully armoured warriors impaled upon
below.
it, the Totem of Rust spreads an aura of entropy
that consumes metal in a matter of seconds.
The unit carrying the Vitriolic Totem gains the
Poisoned Attacks special rule.
All units (friend or foe) in base contact with the
MANBANE STANDARD 25 points Totem of Rust treat their armour save as 1 point
worse than it actually is. The Totem of Rust has no
A grotesque mockery of the scarecrows that dot the
effect on Natural Armour.
agricultural lands of the Empire, the Manbane
Standard is essentially a corpse beset by carrion PREYSEEKER 10 points
birds that peck and caw incessantly. Any who
Preyseeker is a standard hung with the skins of
behold this unnerving sight are filled with the
wolves, savage hounds and other feral predators. It
dread that it will be their eyes and tongues the
guides its bearers to the exact location of their
birds feast upon next.
prey; a herd with such a banner will never go
hungry.
All enemy units within 6" of the unit carrying the
Manbane Standard suffer -1 to their Leadership
The unit carrying the Preyseeker automatically
characteristic.
enters the battlefield when using the Ambushers
special rule (no roll is needed), and may March the
turn it does so.
9
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.
10
ARMOUR OF AGILULF 25 points INSIGNIA OF THE QUEST 25 points
It is believed that the knight Agilulf wore this Those valiant knights who have worn the Insignia
armour, but in folklore it is claimed that Agilulf of the Quest have almost all gone on to drink from
never actually existed, and that the armour was the Grail – the Insignia is then handed down to
possessed of a will of its own. When the knight was another Questing Knight to aid him in his deeds.
slain, if indeed he was alive, the armour was found
to be empty, and its shining brilliance gradually Questing Vow only. If the bearer of the Insignia of
faded until it was its current, dark colour. the Quest is ever reduced to 1 Wound, then the
Knight instantly gains a Ward Save (3+) as long as
Heavy armour and shield. The wearer of the they remain at 1 Wound. If the character suffers an
Armour of Agilulf gains Weapon Skill 10. attack that would kill him before he has gained this
Ward save (such as Killing Blow or Multiple
THE GRAIL SHIELD 15 points Wounds), he will be reduced to 1 Wound, then may
The Grail Shield has been blessed by each of the attempt his Ward Save (3+) to stay alive and nullify
Grail Companions. It is said that its bearer will not any further wounds caused by the same hit.
grow a day older whilst it is in his possession.
TOKEN OF THE DAMSEL 20 points
Grail Vow only. Shield. The wearer gains +1 to the On the eve of battle, noblewomen often give their
Ward save gained from the Blessing of the Lady. favoured knight a token of their support, such as a
lock of hair, a ribbon or a brooch. The knight will
ORCBANE SHIELD 15 points carry these tokens with him, giving him strength in
This shield has a huge and bloody maw sculpted to his time of need. Tokens given by damsels often
its front, and has become an icon of terror and carry powerful enchantments.
confusion for the Greenskin tribes that assail
Bretonnia. Lord or Paladin only. One use only. The wearer of
the Token of the Damsel ignores the first wounding
Shield. Any unengaged unit from Warhammer: Hit (after saves) suffered during the game.
Orcs & Goblins within 12" of the model with the
Orcbane Shield that must take an Animosity test MANTLE OF THE
fails it on a 1-2 instead of a 1. DAMSEL ELENA 10 points
Legend has it that Elena continued fighting the Orc
GILDED CUIRASS 10 points Warlord Agbdrac even though she had lost her
This breastplate is inscribed with the words of the sword, one eye and most of her lifeblood. This
Grail Vow, and even in the brightest sunlight the mantle is said to retain the heat of Elena's fiery
delicate filigree letters glow. The most grievous of passion and her indomitable will to succeed despite
wounds will knit together as the Lady's favour the most grievous of injuries.
shines upon the wearer.
The wearer of the Mantle of the Damsel Elena
Grail Vow only. Heavy armour. The wearer of the gains the Immunity (Killing Blow, Poisoned
Gilded Cuirass gains the Regeneration (6+) special Attacks) special rule.
rule.
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
HOLY ICON 40 points Duke of Bordeleaux. Its dark hair is entwined with
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.
11
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 Save from Purebreed gives +1 Strength to all Warhorses in the
the Blessing of the Lady. unit the model is with.
12
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
A unit carrying the Valorous Standard rolls 3D6 for
the game for every enemy unit destroyed in close
all Leadership tests and discards the highest result.
combat or through pursuit.
TWILIGHT BANNER 25 points
BANNERS OF CHALONS 10 points
Woven from spider silk and embroidered with the
This magnificent banner is kept furled until the last
hair of nymphs and virgins, this banner can only be
instant before a charge. When unfettered in all its
seen by night. Its protectors can blend into the
glory, foes become awestruck and are unable to
ether for a few moments, passing through obstacles
tear their eyes from it.
like ghostly shadows.
Enemy units cannot choose Stand & Shoot as a
One use only. The Twilight Banner can be used at
charge reaction against the unit carrying the Banner
the start of any of your Movement phases. For the
of Chalons.
remainder of the Movement phase, the unit gains
the Ethereal special rule.
13
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.
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?
14
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).
15
MAGIC STANDARDS BANNER OF INFERNAL FIRE 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
Infernal Fire contains a direct damage spell that
the power of the Dark Gods flows evermore
targets all enemy units within 6" (including units in
strongly.
close 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).
16
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.
17
DRAICH OF DARK POWER 30 Points BLOOD ARMOUR 10 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.
18
SEAL OF GHROND 25 points
ARCANE ITEMS
This iron seal is blessed by the priestesses of WAND OF THE KHARAIDON 35 Points
Khaine to ward away hated magic.
A powerful item of dark sorcery, this wand
unleashes the powers of the fell daemon Kharaidon
The Seal of Ghrond adds +1 Dispel dice to your
on command.
dispel pool at the start of every enemy Magic
phase.
Bound Spell. Power Level 4. Wand of the
NULL TALISMAN 10 points Kharaidon contains the Doombolt spell from the
Lore of Dark Magic.
These silver pendants ward away the energy of
Chaos. BLACK STAFF 35 points
A Black Staff is the much-desired talisman of one of
The model carrying the Null Talisman, and any
the six High Mistresses of the Convent of
unit they are with, gains a +2 bonus to dispel
Sorceresses.
enemy spell targeting them directly.
CHARM OF HOTEK 10 points Bound Spell, Power Level 4. The Black Staff
contains the Power of Darkness spell from the Lore
These much-adulterated fragments are all that
of Dark Magic.
remains of the tools used by Hotek to forge the
black armour of Malekith, the Witch King of the TOME OF FURION 15 points
Dark Elves. This foul armour restored the Dark
Dark Magic is destruction incarnate – even its most
Elf’s strength to his withered and fire-blasted body.
basic precepts are corrosive to mind, body and
Though the armour would be fused to his body,
soul. Few tomes containing its secrets therefore
thus heralding the birth of the dread Witch King,
exist, for mere paper and papyrus smoulder to
the tools were set aside, forgotten for a time. An
naught within decades of being inked with such
apprentice stole them with the intent to fashion a
sigils. The Tome of Furion is a rare exception to
suit of armour for himself but the effort destroyed
this rule. Its pages are flayed Orchide, but the book
him. The tools were later scattered throughout the
endures its burdens thanks only to the carefully
lands. After thousands of years, the tools
layered enchantments Furion bound into its covers.
themselves have been reduced to fragments, with
The letters inscribed within writhe and shift like
most destroyed.
living creatures, and the pages are warm to the
touch even in the dead of winter.
The model wearing the Charm of Hotek gains a 6+
Armour Save and the Immunity (Flaming Attacks)
The bearer of the Tome of Furion gains the
special rule.
Loremaster (Lore of Dark Magic) special rule.
SOULSTONE 25 points
This gem holds the tortured soul of a sacrificed
wizard. If a Sorceress is in danger of losing control
of her magic she can feed the captured soul to
Daemons to save herself.
19
DARKSTAR CLOAK 20 points THE CLOAK OF DARK SOULS 15 points
Woven into the fabric of this cloak is the essence of This billowing cloak of the darkest shadows
a star stolen from the night sky of Nagarythe. envelops the wearer, allowing them to pass by
almost unnoticed.
The Darkstar Cloak gives the Sorceress +1 Power
dice in each of your Magic phases. Only she may Model on foot only. The wearer of the Cloak of
use this extra dice. Dark Souls gains the Scouts special rule.
20
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.
21
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.
22
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
Light armour. The Armour of Tarnus gives the
is 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 characteristic.
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.
23
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
GREY WAND 40 points Forged by the first Bright Wizards, the Doomfire Ring
The Archmage Ptolos of the Grey College won this circulated among the Apprentice and Journeyman
wand at the Battle of Blood Keep. Wizards to better serve the Empire in the Great War
Against Chaos. The Doomfire Ring, made of dark
The Grey Wand gives the wielder a +D3 bonus to iron carved with arcane sigils and set with a
the result of their spell casting attempts. cluster of flame rubies, contains a powerful spell
that allows its master to cast fire upon his enemies.
CHALICE OF FATE 30 points
This beautiful golden chalice was created by three Bound Spell, Power Level 5. The Doomfire Ring
mighty Empire Wizards, who enchanted it to attract contains the Burning Head spell from the Lore of
the winds of magic. The chalice draws the winds of Fire.
magic towards itself, allowing the bearer to control
and channel the magical energy that swirls above BLESSED SILVER HAMMER 30 points
the battlefield. Few unnatural creatures endure long in the
presence of this relic.
The Chalice of Fate allows the Wizard to re-roll
failed Channelling rolls. Any enemy model with the Daemonic, Undead or
Vampiric special rule in base contact suffers a
Strength 4 Hit at the start of each round of close
combat.
24
ARABYAN WINDGLASS 25 points ICON OF MAGNUS 20 points
By shattering the windglass, the bearer can upset The presence of this revered relic among their
the proper course of the Winds of Magic. ranks fills the soldiers with faith and strengthens
their resolve. They will fight on even against the
One use only. The bearer can use the Arabyan most dreadful of enemies.
Windglass immediately after your opponent has
rolled the dice for the Winds of Magic. If they do The Icon of Magnus gives the bearer and any unit
so, your opponent, must re-roll the result. they are with the Immunity (Terror) special rule.
D6 Result
1-2 +1 Weapon Skill
3-4 +1 Leadership
5-6 +1 Weapon Skill & Leadership
25
RELIQUARY OF LECTOR SHEEN OF TRUESILVER 5 points
OSTRANALD 15 points Applied properly, truesilver can break the bindings
This bone shard absorbs harmful sorceries, leaving that trammel a monster’s will.
potential victims unscathed.
At the end of any close combat in which a Monster
Each time the bearer's unit suffers unsaved Wounds suffers one or more unsaved Wounds from the
from a spell, the first D3 unsaved Wounds are bearer's close combat attacks, it must take a
absorbed by the Reliquary and have no effect Toughness test for each such Wound inflict, and
(unsaved Wounds with the Multiple Wounds loses a Wound (with no saves allowed) for each
special rule still only counts as one). test failed.
26
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.
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.
27
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
DRAGONSCALE SHIELD 25 points battles as badge of honour, swiftly burning away to
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 slain, the item is destroyed but restores
the bearer to their starting Wound total and inflicts
ARMOUR OF HEROES 15 points
a Strength 5 Hit with the Flaming Attacks special
This finely wrought suit of armour is made in a
rule on all models in base contact.
most unusual style, not seen since before the
Sundering. The wearer of this armour seems to VAMBRACES OF DEFENCE 60 points
shine with an inner light and the untold glories of
These filigreed golden bracers are fabled to have
the gods.
been found on the shores of distant Lustria. The
glyphs inscribed upon them writhe with untold
Heavy armour. In order to allocate close combat
power.
attacks against the wearer, each enemy model must
first pass a Leadership test at the start of each close
The Vambraces of Defence gives the wearer a
combat phase. If the test is failed, the model may
Ward save (4+). In addition, they may re-roll failed
not attack at all this round.
armour saves.
WYRMSCALE ARMOUR GUARDIAN PHOENIX 30 points
OF THE DEEP 10 points
A spark font the sacred flame at the temple of
A glistering coat of Merwyrm scales, the Asuryan is held in this ornate casket.
enchantment on this armour keeps it coated with a
shimmering layer of briny sea water. Not only do The Guardian Phoenix gives the wearer a Ward
the iron-hard scales deflect swords and arrows, but
Save (5+) and the Immunity (Flaming Attacks)
the scales still recall their home in the icy deeps of
special rule.
the ocean and grants their wearer passage through
water and foil fiery assaults upon him. LOREMASTER'S CLOAK 30 points
Wrapped in this pale grey cloak, the wearer seems
Heavy Armour. The Wyrmscale Armour of the
somehow insubstantial and almost illusory.
Deep gives the wearer the Aquatic and Immunity
(Flaming Attacks) special rule.
The wearer of the Loremaster's Cloak gains the
Ward Save (3+) special rule against missile attacks.
ARMOUR OF STARS 10 points
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.
28
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.
29
THE SEERSTAFF OF SAPHERY 10 points SKY ARROW OF NALOER 25 points
Made from Starwood and crackling with powerful This Elven arrow was 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:
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.
30
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 in base contact with it, gain the
at the start of any close combat phase. Until the end
Immunity (Psychology) special rule, and any
of the phase, the bearer may re-roll all failed rolls
Frenzy or Hatred special rule have no effect.
To Hit and wound, and any model wounded by
their attacks must re-roll all successful armour
BANNER OF ELLYRION 25 points
saves, Ward saves and Regeneration saves.
However, at the end of the phase, the bearer loses This small pennant of Korhandir, the father of all
half of their remaining Wounds (rounding down) horses, imbues steeds with tireless energy to
with no saves of any kind allowed. traverse the densest terrain.
31
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.
32
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
THE DIVINE PLAQUE Magic.
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
lightning as it deflects incoming attacks.
ignored. In addition, any enemy Wizards within
line of sight of the Slann Mage-Priest will count as
Slann Mage-Priest only. The Divine Plaque of
having rolled a 7 on the Miscast table.
Protection gives the wearer and any unit they are
with the Ward Save (5+) special rule against
missile attacks.
33
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 CARNOSAUR PENDANT 20 points
Plaque of Tepok can choose an additional spell The pendent is made from the teeth of a raging
from their chosen Lore of Magic. Carnosaur, its spirit imbuing the wearer with a
hunger for blood.
ENCHANTED ITEMS
Saurus Oldblood, Scar-Veteran or Skink Chief
GLEAMING PENDANT only. The bearer of the Carnosaur Pendant gains
the Blood Frenzy special rule.
OF CHOTEC 30 points
When the small puzzle icons are arranged correctly CURSE-CHARM OF TEPOK 20 points
on this amulet, the air around the pendant becomes
Crafted in the form of a grotesque, leering face,
distorted and hazy. In a burst of light, this
this charm forces its visage into the minds of enemy
distortion surges out in all directions, dazzling the
sorcerers, wracking them with doubts and fears.
eyes of the foe and stunning them momentarily.
One use only. When an enemy Wizard rolls on the
One use only. The Gleaming Pendant of Chotec
Miscast table, the bearer of the Curse-Charm of
may be used at the start of any close combat phase.
Tepok may force them to re-roll the result.
For the remainder of the phase, all enemy units in
base contact with the wearer or the unit it is with
gain the Always Strikes Last special rule.
34
WAR DRUM OF XAHUTEC 15 points MAGIC STANDARDS
This drum echoes the beating heart of the jungle
itself. As the Lizardmen march to war the TOTEM OF PROPHECY 40 points
thundering booms quicken and grow louder, falling
This totem causes those to look upon it to realise
silent only after all foes lie still.
their own mortality, as images of the futility of their
own small lives within the grand scheme of the Old
The bearer of the War Drum of Xahutec and any
Ones wash though their spirit.
unit they are with do not need to pass a Leadership
test in order to march, regardless of the proximity
All enemy units with Line of Sight to the Totem of
of enemy units. In addition, any friendly unit
Prophecy suffer a -1 penalty to their Leadership.
attempting to Rally within 12" gains +1
This standard has no effect on models with
Leadership.
Immunity (Psychology).
BANE HEAD 10 points
SUN STANDARD OF CHOTEC 35 points
This is the shrunken head of a long-deceased
Beams of intense sunlight streaming from this
intruder into the jungles, its eyes glowing red while
standard make it impossible to focus upon it
curses are called down upon the bearer's enemies.
without squinting, making it nigh impossible for
archers to draw a bead on their target. Those who
The bearer of the Bane Head gains the Multiple
stare too long at the Sun Standard are said to go
Wounds (2) special rule against one enemy model,
blind.
nominated at the start of the battle.
DRAGONFLY OF QUICKSILVER 5 points All missile attacks targeted at the unit carrying the
Sun Standard of Chotec from within 12" suffer -2
Said to have been crafted by the brilliant Skink
To Hit, or -1 To Hit if fired from over 12" away.
artisan Bo-Thuknoq under the guidance of Tepok
while in a deep trance-meditation, this small, metal
HUANCHI'S BLESSED TOTEM 25 points
dragonfly is thrown into the air before battle. With
A portion of the boundless energy of the Old One
a strange intelligence of its own, the dragonfly
deity Huanchi resides within this totem. This power
scouts out the position of the enemy, conveying
can transfer into those who carry it, filling them
what it sees back to its owner.
with an unnatural burst of energy and speed.
If both players have models with the Scouts special
One use only. Huanchi's Blessed Totem may be
rule, the Lizardmen player adds +1 to their dice roll
used in any of your Remaining Moves sub-phases
when rolling to see who deploys their Scouts first.
as long as the unit has not charged or marched this
VENOM OF THE FIREFLY FROG 10 points turn. The unit carrying the Totem may immediately
make a move directly forward using the Random
This intense poison is distilled from the glands of
Movement (2D6) special rule.
the rare and deadly firefly frog. When applied to
weapons, it can cause even the tiniest scratch to
SIGN OF SOTEK 15 points
become inflamed, and ultimately fatal.
The great Serpent God Sotek is the embodiment of
righteous anger to his followers, who are able to
The Venom of the Firefly Frog gives the bearer the
call upon a portion of his wrath when facing his
Poisoned Attacks special rule. If the bearer already
enemies. The sign of Sotek is a potent symbol,
has Poisoned Attacks, they may re-roll failed rolls
inspiring a strength born of hatred in his servants.
To Wound.
Skink Chief only. The unit carrying the Sign of
Sotek may re-roll failed rolls To Wound on any
turn it charges.
35
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.
36
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...
37
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.
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
BASHA'S BIG AXE OF BASHIN' 30 points generations for more years than an Orc can count.
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 +1
Strength and 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.
38
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. talk in hushed tones of the rebellious Wollapa, of
his tremendous weapon and his even more
ULAG'S AK'RIT AXE 25 points tremendous ability to outrun even the fastest boar
This axe looks suspiciously clean for a greenskin when he missed his target (which happened more
item, which gives away its magical nature. In battle often than not).
it writhes in the hands, seeming always to have a
better idea than the wielder of how to hit the One use only. Wollopa's One Hit Wunda may be
enemy. used at the start of any close combat phase when it
is the wielder's turn to attack. The wielder may
Ulag's Ak'rit Axes allows the wielder to re-roll any replace all their normal Attacks with a special
failed To Hit rolls. attack that is resolved at +3 Strength with the
Heroic Killing Blow special rule.
KURBOG'S CURMUDGEONLY
CLOBBERA 20 points OWZAT'S CLUB OF SMACKIN' 5 points
The spite and lust for vengeance that oozes from Owzat was an unpredictable warrior, keen to
this weapon leaves those struck by it utterly experiment with new and better ways to beat up his
dumbstruck and unwilling to attack lest they incur many enemies. Usually these went disastrously
its wrath once more. wrong for Owzat, but once in a while...
Any model Wounded (but not slain) by Kurbog's An Infantry Character model which suffers an
Curmudgeonly Clobbera may not attack this close unsaved Wound (but is not slain) by Owzat's Club
combat phase. If they have already attacked this of Smackin' is immediately knocked clean out of
close combat phase, they may not attack in the next combat and suffers a Strength 4 Hit. Move the
close combat phase. model D6" backwards, stopping at least 1" away
from other units or impassable terrain.
39
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 enables the wearer spell using any remaining power dice.
to ignore the first Wounding Hit (after saves)
suffered in the game.
40
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.
41
STAFF OF BADUUM 15 points IRONBACK BOAR 30 points
Shaman Baduum was a rebellious Savage Orc who A bizarre mechanical contraption created by Chaos
messed with raw Waaagh! power once more than Dwarf engineers, an Ironback Boar weighs even
was healthy for him. The result was one of the most more than its living cousins and is just as evil-
spectacular explosions of a Shaman ever recorded tempered.
in Orc legend. His charred staff still retains an
aura of power. Common Orcs and Black Orcs only. War Boar. The
Ironback Boar has Strength 4 and the Impact Hits
The Staff of Baduum gives the bearer a +1 bonus to (D3) special rule.
the result of their spell casting attempts. However,
in case a Miscast is rolled, add 1 to the result rolled 'EADBUTTIN' 'AT 25 points
on the Miscast table. 'Eadbuttin' contests are an old Orc favourite for
resolving disputes, and the greenskins aren't above
WAAAGH! PAINT 15 points a bit of magical cheating to help them win.
The crude Orc glyphs with which the Shaman has
covered his holy body call upon the favour of Gork Orcs (of any type) only. The 'Eadbuttin' 'At gives
and Mork but only bestow aid upon the Shaman the wearer +1 Attack with the Always Strikes First
when wetted with blood. and Killing Blow special rules in challenges. This
attack does not benefit from any other weapon rules
Savage Orc only. If the wearer of the Waaagh! the wearer might have.
Paint is in close combat at the start of your Magic
phase, they receive +2 to the result of their spell EFFIGY OF MORK 25 points
casting attempts. This ancient and slightly crumbly statue of Mork
was formed from his own dung (or so they say) in
ENCHANTED ITEMS some distant age, though it has undoubtedly
received several home-grown additions in more
recent times. It has been credited with many
THE PIPES OF DOOM 35 points different magical effects over the years, but
A particularly fearsome set of squig-pipes, the whatever its power enemy warriors with a sense of
ululating scream they emit when played can put smell recoil from its intense Orcyness.
cavalry to flight in a desperate attempt to escape
the awful wail. Savage Orcs only. All close combat attacks made
against the bearer of the Effigy of Mork suffer -1
Night Goblins only. The Pipes of Doom can be To Hit.
used the start of the Shooting Phase. All enemy
War Beasts (including Mixed Units), Cavalry, TRICKSY TRINKET 25 points
Monstrous Beasts, Monstrous Cavalry, Chariots If there's anything Goblins hate more than a fair
(except those that do not have any mounts pulling fight, it's a fair fight where the other guy has some
them) and Monsters within 12" must take a Panic kind of magic wotnotz shielding him from a
test. perfectly acceptable stab in the back. The bearer of
this trinket finds no trouble bypassing such
BIGGED'S 'ED KICKIN' BOOTS 30 points protection.
Bigged – an old and boastful Orc – made his last
boast in front of an Empire cannon. Only his boots Goblins (of any type) only. No models in base
were recovered – though his vengeful spirit (and contact with the wear of the Tricksy Trinket may
the odour of his feet) lingers on in iron-shod take Ward Saves.
unpleasantness.
42
MAD CAP MUSHROOMS 20 points MAAD'S MAP 15 points
Many kinds of fungus grow in the dark, dank caves A Goblin explorer without peer, Maad discovered
of the Night Goblins, including the rare and many uncharted passes through the Worlds Edge
treasured Mad Cap Mushrooms. These form part of Mountains – sometimes the same one several times
the deadly brew that sends the Fanatics wild, but in a single day. When utilised, this map can either
only a small part. If they get a whole one each they improve one's skill as a scout, or get you lost.
go really mad…
Model on foot only. Before deployment, roll a D6.
Night Goblins only. One use only. If the model On 4+, the bearer of Maad's Map and one unit they
bearing the Mad Cap Mushrooms is in a unit must join gains the Scouts special rule. On a 1-3,
containing one or more Night Goblin Fanatics, they the unit has gotten lost and gains the Ambushers
may choose to give them each Mad Cap Mushroom special rule instead.
before they are released. Each Fanatic from this
unit inflicts an additional D6 Hits on any unit they BRIMSTONE BAUBLE 15 points
move into base contact with this turn. Originally taken from the charred corpse of a Dark
Elf corsair, this gemstone unleashes furious
NIBBLA'S 'ITTY RING 20 points magical energy on anyone foolish enough to strike
This crudely made gold ring has a huge green its bearer.
gemstone stuck to the top and glows even in full
daylight. It is possible to harness the power within Goblins only. If the bearer of the Brimstone Bauble
the ring to call upon the favour of Gork and Mork, is slain in close combat, all units (friends and foe)
but it is not always safe to do so... in base contact suffer D6 Strength 6 Hits,
distributed as Hits from shooting. Any Wounds
Bound Spell, Power Level 4. Nibbla's 'Itty Ring caused count towards combat resolution.
contains the 'Eadbutt spell from the Spells of the
Big Waaagh! Roll a D6 each time it has GUZZLA'S BATTLE BREW 15 points
successfully been cast; on the roll of a 1, the spell is Brewed with dangerously narcotic mushrooms and
resolved against the caster itself. all manner of other, less identifiable, ingredients,
this pungent liquid can rouse a Greenskin to
WARBOSS IMBAD'S prodigious feats, or rot his innards into an
IRON GNASHAS 20 points unmentionable state.
A huge metal jaw plate that belonged to the
infamous Imbad. Such is the excessive bloodlust Roll a D6 for the bearer of Guzzla's Battle Brew at
displayed by any Orc who dons this artefact, many the start of the game and consult the table below to
believe that Imbad's psychotic spirit lives on within, see what effect it has:
urging the wearer on.
D6 Result:
Common Orcs and Black Orcs only. The model 1-2 The model gains the Stupidity special rule.
wearing Imbad's Iron Gnashas gains +1 Attack with
the Killing Blow special rule. This attack does not 3-4 The model gains the Hatred special rule.
benefit from any other weapon rules the wearer
might have. 5-6 The model gains the Hatred and Frenzy
special rule.
43
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.
44
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.
45
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.
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.
46
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.
47
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.
48
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.
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.
49
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.
50
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
ARMOUR OF BONE 15 points Stupidity and Ward Save (4+) special rules.
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
THE CURSED SHIELD save allowed. On a 2+ the Wound is saved, and is
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.
51
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.
52
MAGIC STANDARDS ROYAL STANDARD OF STRIGOS 25 points
Infused with the last magic of this vanished
THE DRAKENHOF BANNER 75 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 fewer 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
been slain.
Animated Constructs.
The unit carrying the Icon of Vengeance never
takes casualties as a result of the General's death.
53
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 in close combat instead hit the
the wielder loses 1 Wound with no saves allowed
attacking model.
instead.
54
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 STAFF OF CHANGE 65 points
Zhrakk was the scourge of the Empire in its The Staff of Change is a symbol of Tzeentch, Lord
foundling days. When Zhrakk was finally laid low of Magic. It focuses Chaos energy, allotting the
his all-enclosing armour was found to be empty but wielder to control the winds of magic with more
for an overpowering stench of brimstone. precision than any normal sorcerer could ever
hope for.
Full plate armour. The Bronze Armour of Zhrakk
gives the wearer the Immunity (Psychology, Mark of Tzeentch only. The bearer can re-roll any
Killing Blow, Multiple Wounds) special rules. number of the dice rolled to cast or dispel a spell.
However, no other model may use the model's This can effectively negate any effects of a Miscast
Leadership. and cause Ultimate Power. However, if the bearer
casts a spell with Ultimate Power using the staff's
ARMOUR OF TORTURED SOULS 20 points re-roll ability, the staff will exhaust its power and
This suit of armour is fully enclosed. Nothing cease working for the rest of the battle.
remains of the wearer except his spirit and the
spirits of those who wore the armour before him. INFERNAL PUPPET 35 points
Dancing on the Winds of Magic like a marionette
Full plate armour. The Armour of Tortured Souls upon its strings, this eldritch homunculus draws
gives the wearer +1 Toughness against non- upon wild magic and channels it to his master's
Magical Attacks. whim.
55
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.
56
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.
57
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.
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 30 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.
58
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.
59
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
miscast or to cause Ultimate Power. against the bearer of this item must take a
Psychology test. If they fail, they must declare a
DIVINATION ORB 25 points charge against the 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 their 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.
60
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 fewer than normal to
MAGIC STANDARDS determine their flee distance.
61