Warhammer - Magic Items v.1.3
Warhammer - Magic Items v.1.3
MAGIC ITEMS
By Mathias Eliasson
v.1.3
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It was almost unfair, thought Elannion, cleaving his fourteenth or fifteenth Goblin in two. How can these foul creatures
hope to stand against a master of battle such as he, especially with the fabled Sword of SuIannar in his hand? He deftly
dodged an ungainly swing from the standard bearer of the frantic greenskins, catching the rusting blade with his own
glowing sword and snapping it off just above the guard. The Goblin stared in amazement fora moment, and then fell himself
as Elannion's blade cut him down too. The banner wavered, but eager green hands clutched al it to slop it from falling, until
Elannion's blade flashed once more and chopped the ragged banner from the staff. As the tattered fabric slumped to the
ground the Goblins recoiled, leaving Elannion facing just one of their number – the largest Goblin he had ever seen.
Malevolent red eyes glowed under his black hood as the Goblin hissed his hatred at the Elf. 'You', he said, pointing at
Elannion. The noble Elf motioned to his followers to stay back. At last he had found an enemy who was perhaps worthy of
him. This little fracas would be decided in single combat.
The two warriors circled each oth.er slowly, each sizing up his opponent. Elannion was taller, faster and undoubtedly better
dressed, but the Goblin had a certain wiriness and an evil glint in his eye. Elannion darted forward, striking at the Goblin
leader before he could react. The Sword of SuIannar slid easily through his filthy robes only to rebound from something
lurking beneath. The vicious greenskin grinned broadly and pulled aside the robe to reveal a shimmering coat of fine scale
armour that glowed gently with a pale blue light where it had been struck. Elannion narrowed his eyes. Magic, eh? Before
he could compose an appropriately heroic remark the Gobbo struck back, stabbing with his own saw-toothed blade.
Elannion dodged, but not quickly enough. By the gods this one was fast! But that blow too skimmed off magical armour
and Elannion thanked his forefathers for such well enchanted protection. He grinned in turn; they were evenly matched.
Again the Goblin struck only to be parried by Elannion's glimmering blade. A strike back, a parry, then another. The fight
grew swifter by the moment and the onlookers forgot their animosity as they strained to follow the frenetic combat before
them. Sparks flew as magical blades rebounded from enchanted armour, but neither could gain the upper hand. At last they
separated, drawing back towards their followers, panting with the exertion. 'You fight well, for to Elf', hissed the Goblin.
The Goblin grinned at the insult, calmly pointing a scrawny finger at the Elf. Magical fire leapt from the ring on his
outstretched hand, engulfing Elannion in a firestorm of destruction from which nothing could escape.
"Next!"
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CONTENTS
BEASTMEN.......................................................... 5 OGRE KINGDOMS ........................................ 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
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BEASTMEN
This section contains the rules and background for some of the most iconic and powerful magical
artefacts used by the Beastmen. These may be used in addition to the magic items found in Warhammer:
Beastmen and the Warhammer rulebook.
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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
SCIMITAR OF SKULTAR 5 points After years of being smeared in blood, filth and
The dark, serrated blade of this weapon is excrement in the name of the Chaos gods, the
engraved with words of power in the Dark Tongue, Champion's pelt has mutated into an iron-hard
keeping its biting edge keen and sharp for all time. cloak of gristle and hair that affords protection
from both physical and magical attacks.
All To Wound rolls of 6 with the Scimitar of
Skultar have the Ignores Armour Saves special The Pelt of the Dark Young gives the wearer the
rule. Magic Resistance (1) and Natural Armour (6+)
special rules.
MAGIC ARMOUR BLACKENED PLATE 10 points
BLADE-BLUNTER ARMOUR 40 points This battered suit of ramshackle plate mail is
blackened with the soot of burning palaces and
This armour is encrusted with a vivid patina of
temples. It is said that the wearer can walk through
corrosion and decay, cursed by a Bray-Shaman so
the fiercest conflagration unharmed.
that it spreads to any blade that strikes it. Even the
keenest weapon is blunted, dulled or shattered
Medium armour. The wearer of the Blackened
upon striking the armour.
Plate gains the Immunity (Flaming Attacks) special
rule. Any unit he joins gains a Ward Save (4+)
Medium armour. At the end of each round of close
against non-physical Flaming Attacks.
combat, roll a D6 for each magic weapon that Hit
the wearer of the armour. On the result of a 2+, the CHAOS ARMOUR 10 points
enemy item loses its special rules and ceases to
As well as scraps of chainmail and plate metal, the
count as a magic weapon. Instead it will count as a
Chaos Armour of Beastmen is often also formed
normal weapon of its type for the remainder of the
from bone, wood and the hides of strange
battle.
creatures.
PELT OF THE SHADOWGAVE 30 points
Heavy armour. This armour may be taken by any
The Pelt of the Shadowgave is shrouded in
character in the Beastman army, including Wizards.
sorcerous tendrils of darkness that gather darkness
to both the wearer and those Beastmen that walk in
his dark-shrouded footsteps.
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TALISMANS THE PLAGUE CHALICE 20 points
This rotting wooden goblet is filled with a festering
CROWN OF HORNS 30 points brew of pus and blood, with wriggling maggots and
worms spill from the froth on the liquid's surface. A
Occasionally, a beast that has earned the favour of
Shaman who sups from the chalice feels a burning
his patron god sprouts a thick crown of long, jet-
pain wrack his body as the foul liquid seeps
black horns from his skull. Rivulets of blood
through him, yet his magical ability is suddenly
constantly trickle from where the horns have
enhanced, making his spells all-powerful and
pushed through his forehead, and it is obvious to
deadly.
all that the bearer has truly been marked for
greatness.
Mark of Nurgle only. The Shaman may drink from
the Plague Chalice at the start of his Magic phase.
The bearer of the Crown of Horns gains a Ward
He suffers an immediate Strength 4 hit that ignores
Save (5+). In addition, any unit he joins gains +1 to
Armour and Ward saves. For the remainder of that
any Rally attempts they make.
Magic phase, any spell casting attempt by the
Shaman that includes any double (except 1's) on the
EYE OF NIGHT 25 points
initial roll gives the caster another free power dice
The Eye of Night is a black stone charm worn
to the casting attempt.
about the neck of the bearer. Its inky depths creep
outward to envelop its bearer, protecting him from HAGTREE FETISH 20 points
the effects of certain types of baleful energy and
A crude effigy of one of the hag trees from the deep
turning the power of the Winds of Magic against
forest, this shamanic heirloom can spell doom for
their caster.
the Bray-Shaman's foe when brandished with the
appropriate curse.
The Eye of Night gives the bearer the Magic
Resistance (2) special rule. In addition, if an enemy
Choose an enemy unit within 24" at the start of
Wizard within 24" attempts to cast a spell from the
each Magic phase. Any failed To Wound rolls
Lore of Life, the Lore of Heavens or the Lore of
made during the Magic phase against that unit may
Light and suffers a miscast, you may force them to
be re-rolled.
re-roll the result on the Miscast table.
JAGGED DAGGER 10 points
ARCANE ITEMS A potent sacrificial tool that radiates the wrath of a
thousand ritual offerings to the Dark Gods.
SKULL OF RARKOS 55 points
The bleached skull of the long-dead Great Bray- Every enemy model killed in close combat by the
Shaman Rarkos is mounted upon the bearer's staff. bearer of the Jagged Dagger generates an additional
The skull is cursed to chatter and shriek the Power or Dispel dice that can be used in the next
incantations its former owner knew in life, lending Magic phase.
its dark power to nearby shamans.
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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.
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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.
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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.
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ARMOUR OF AGILULF 25 points TALISMANS
It is believed that the knight Agilulf wore this
armour, but in folklore it is claimed that Agilulf HOLY ICON 40 points
never actually existed, and that the armour was
This priceless triptych depicts the aspects of the
possessed of a will of its own. When the knight was
Lady and incorporates the heraldry of Bretonnia.
slain, if indeed he was alive, the armour was found
Any under the auspices of this artefact find
to be empty, and its shining brilliance gradually
themselves imbued with faith and become
faded until it was its current, dark colour.
practically immune to hostile magic.
Heavy armour and shield (shield must be used at all
The Holy Icon gives the bearer and any unit they
times). The wearer of the Armour of Agilulf gains
are with the Immunity (Psychology) and Magic
Weapon Skill 10.
Resistance (3) special rules.
THE GRAIL SHIELD 15 points
INSIGNIA OF THE QUEST 25 points
The Grail Shield has been blessed by each of the
Those valiant knights who have worn the Insignia
Grail Companions. It is said that its bearer will not
of the Quest have almost all gone on to drink from
grow a day older whilst it is in his possession.
the Grail – the Insignia is then handed down to
another Questing Knight to aid him in his deeds.
Grail Vow only. Shield. The wearer gains +1 to the
Ward save gained from the Blessing of the Lady.
Questing Vow only. If the bearer of the Insignia of
ORCBANE SHIELD 15 points the Quest is ever reduced to 1 Wound, then the
Knight instantly gains a Ward Save (3+) as long as
This shield has a huge and bloody maw sculpted to
they remain at 1 Wound. If the character suffers an
its front, and has become an icon of terror and
attack that would kill him before he has gained this
confusion for the Greenskin tribes that assail
Ward save (such as Killing Blow or Multiple
Bretonnia.
Wounds), he will be reduced to 1 Wound, then may
attempt his Ward Save (3+) to stay alive and nullify
Shield. Any unengaged unit from Warhammer:
any further wounds caused by the same hit.
Orcs & Goblins within 12" of the model with the
Orcbane Shield that must take an Animosity test TOKEN OF THE DAMSEL 20 points
fails it on a 1-2 instead of a 1.
On the eve of battle, noblewomen often give their
GILDED CUIRASS 10 points favoured knight a token of their support, such as a
lock of hair, a ribbon or a brooch. The knight will
This breastplate is inscribed with the words of the
carry these tokens with him, giving him strength in
Grail Vow, and even in the brightest sunlight the
his time of need. Tokens given by damsels often
delicate filigree letters glow. The most grievous of
carry powerful enchantments.
wounds will knit together as the Lady's favour
shines upon the wearer.
Lord or Paladin only. One use only. The wearer of
the Token of the Damsel ignores the first wounding
Grail Vow only. Heavy armour. The wearer of the
Hit (after saves) suffered during the game.
Gilded Cuirass gains the Regeneration (6+) special
rule. MANTLE OF THE
DAMSEL ELENA 10 points
Legend has it that Elena continued fighting the Orc
Warlord Agbdrac even though she had lost her
sword, one eye and most of her lifeblood. This
mantle is said to retain the heat of Elena's fiery
passion and her indomitable will to succeed despite
the most grievous of injuries.
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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.
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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.
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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, despite Daemons not normally being
allowed to choose Arcane or Enchanted Items.
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
they wish. In either case, all of the Winds of Magic THE ROCK OF INEVITABILITY 25 points
dice must be re-rolled. Deep in the Realm of Chaos sits the Inevitable City.
ENCHANTED ITEMS It is an ageless edifice that lies ever distant from
those who seek to reach it, and shadows every step
THE PORTALGLYPH 25 points taken by those who wish to escape it. The city has
been destroyed many times, but has always rebuilt
When the mad mage M'kar created the Portalglyph,
itself – and always will so long as a single stone
he did so to lure Daemons to his service. Alas,
remains. Indeed, if but one worn brick from its
M'kar s plans seemingly went awfully awry, for
walls is planted in the mortal realm, it is said that a
though the Daemons spilled through the breach
new city will soon arise.
they returned home soon enough, with both M'kar
and the Portalglyph in their grasp. The Portalglyph
One use only. The bearer of the Rock of
has been seen many times since. Its creator, on the
Inevitability can use it at the end of any Movement
other hand, seems to have vanished...
phase. Place a cursed bulwark (an obstacle up to 8"
long) anywhere within 6" of the bearer. It cannot be
If your army contains the Portalglyph, you can
placed on top of (or within 1" of) a unit, or placed
choose to keep a single unit in the Realm of Chaos
on a terrain feature other than a hill. At the end of
instead of deploying it at the start of the game. The
each of your turns, roll a D6. On a score of 1-3
Portalglyph can be placed in any of your
nothing happens. On a score of 4-5 place a further
Remaining Moves sub-phases. If the bearer is slain,
cursed bulwark (this does not require the character
he must immediately place the Portalglyph before
to be within 6"). On a score of 6 place a cursed
being removed as a casualty. In either case, place a
tower (a two story-building up to 6" in diameter).
counter or other suitable marker within 12" of the
bearer and scatter it 3D6" (6D6" if he was slain). If
Cursed terrain features placed in this way must be
the counter ends up off the board, or within 1" of a
positioned touching an existing cursed terrain
unit or impassable terrain, alter the scatter distance
feature, and cannot be placed on top of a unit, or a
by the smallest amount possible to ensure the
terrain feature other than a hill or forest. If the
counter is placed 1" before or beyond the
terrain feature cannot be placed, or you don’t have
obstruction.
the relevant terrain feature, then nothing is placed.
Any unit from the Forces of Order within 6" of a
Once the Portalglyph has been placed, the unit in
cursed tower or cursed bulwark suffers a -2 penalty
the Realm of Chaos can enter play through the
to their Initiative.
Portalglyph during the Remaining Moves sub-
phase of any subsequent friendly turn. When the
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
SOULRENDER 10 points SHIELD OF GHROND 25 points
When it was forged, this long blade was quenched Shaped into the leering face of an Ice Daemon, the
in a Cauldron of Blood and can slice through steel shield of Ghrond is imbued with the power of the
as easily as bone. magical North wind, which robs attacks of their
force.
Great weapon. Attacks made with Soulrender have
the Armour Piercing (1) special rule. In addition, Shield. The Shield of Ghrond causes all Hits on the
the wielder gains the Khainite special rule. model to be resolved with -1 Strength.
18
CROWN OF BLACK IRON 35 points ARCANE ITEMS
Made by Furion of Clar Karond, the Crown of
Black Iron captures Dark Magic and oozes a WAND OF THE KHARAIDON 35 Points
sinister daemonic shadow which protects the
A powerful item of dark sorcery, this wand
wearer.
unleashes the powers of the fell daemon Kharaidon
on command.
The Crown of Black Iron gives the bearer the Ward
Save (5+) special rules. In addition, they are
Bound Spell. Power Level 4. Wand of the
completely immune to the effects of the Lore of
Kharaidon contains the Doombolt spell from the
Light and Lore of High Magic.
Lore of Dark Magic.
AMBER AMULET 20 points
BLACK STAFF 35 points
This enchanted talisman is carved from the heart of
A Black Staff is the much-desired talisman of one of
the largest black tree in the Petrified Forest.
the six High Mistresses of the Convent of
Sorceresses.
The wearer of the Amber Amulet gains the
Regeneration (5+) special rule.
Bound Spell, Power Level 4. The Black Staff
SEAL OF GHROND 25 points contains the Power of Darkness spell from the Lore
of Dark Magic.
This iron seal is blessed by the priestesses of
Khaine to ward away hated magic. TOME OF FURION 15 points
Dark Magic is destruction incarnate – even its most
The Seal of Ghrond adds +1 Dispel dice to your
basic precepts are corrosive to mind, body and
dispel pool at the start of every enemy Magic
soul. Few tomes containing its secrets therefore
phase.
exist, for mere paper and papyrus smoulder to
NULL TALISMAN 10 points naught within decades of being inked with such
sigils. The Tome of Furion is a rare exception to
These silver pendants ward away the energy of
this rule. Its pages are flayed Orchide, but the book
Chaos.
endures its burdens thanks only to the carefully
layered enchantments Furion bound into its covers.
The model carrying the Null Talisman, and any
The letters inscribed within writhe and shift like
unit they are with, gains a +2 bonus to dispel
living creatures, and the pages are warm to the
enemy spell targeting them directly.
touch even in the dead of winter.
CHARM OF HOTEK 10 points
The bearer of the Tome of Furion gains the
These much-adulterated fragments are all that Loremaster (Lore of Dark Magic) special rule.
remains of the tools used by Hotek to forge the
black armour of Malekith, the Witch King of the SOULSTONE 25 points
Dark Elves. This foul armour restored the Dark
This gem holds the tortured soul of a sacrificed
Elf’s strength to his withered and fire-blasted body.
wizard. If a Sorceress is in danger of losing control
Though the armour would be fused to his body,
of her magic she can feed the captured soul to
thus heralding the birth of the dread Witch King,
Daemons to save herself.
the tools were set aside, forgotten for a time. An
apprentice stole them with the intent to fashion a
One use only. The Soulstone makes the Sorceress
suit of armour for himself but the effort destroyed
immune to the effects of her first Miscast.
him. The tools were later scattered throughout the
lands. After thousands of years, the tools FOCUS FAMILIAR 20 points
themselves have been reduced to fragments, with
An impish familiar accompanies the Sorceress,
most destroyed.
through which she can direct her powers. This
allows her to target enemies further away and out
The model wearing the Charm of Hotek gains a 6+
of sight.
Armour Save and the Immunity (Flaming Attacks)
special rule.
The Focus Familiar allows the wielder to cast spells
from a different position on the battlefield. Place a
marker at the start of each Dark Elf Magic phase
within 6" of the Sorceress and at least 1" away
from units or impassable terrain. She may use this
position when determining range and line of sight
for her spells.
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 SOUL SHADOWS STANDARD 25 Points
This shadowy banner hides the intent of those
HYDRA BANNER 50 points beneath it.
Imbued with the magic of Hekarti the Hydra
The unit carrying the Soul Shadows Standard gains
Queen, this banner quickens the reflexes so that
the Feigned Flight part of the Fast Cavalry special
those nearby strike with her own speed and
rule.
savagery.
SEA SERPENT STANDARD 25 points All Monsters with Line of Sight to the unit carrying
The legendary standard of Kaldour the Visionary, the Sacrificial Banner gain the Berserk Rage
this banner carries the device of a monstrous portion of the Frenzy special rule and must always
serpent. declare a charge against the unit bearing the
sacrificial banner if possible.
Corsairs only. The unit carrying the Sea Serpent
Standard gains the Frenzy special rule. BANNER OF MURDER 15 points
This standard is steeped in the blood of sacrificial
victims, its murderous aura instilling a thirst for
death and carnage in those carrying it aloft.
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
COLD IRON BLADE 20 points SHIELD OF THE MEDUSA 15 points
Ancient lore claims that only iron weapon shaped The image on this shield represents the head of a
without the use of fire can harm the spirits that Medusa, a hideous monster said to dwell in the
infest certain regions of the world. Only the harsh lands of Naggaroth. Enemies try to avoid its
strongest of smiths can perform such a feat, gaze, for the eyes of a Medusa are rumoured to
hammering the metal into shape with brute strength turn living creatures to stone.
before such artefacts are enchanted. Though the
results are always crudely shaped, their potency Shield. At the start of each round of close combat,
against ephemeral creatures is unquestionable. the Shield of the Medusa causes one enemy model
in base contact of your choosing to suffer a -1
The Cold Iron Blade gives +1 Strength to the penalty to their Attack characteristic for the
wielder. Against models with the Ethereal special remainder of the close combat phase.
rule, it automatically Wounds.
Light armour. The Armour of Tarnus gives the The Holy Relic gives its bearer +1 Toughness and
wearer a Ward Save (5+). In addition, this armour the Immunity (Psychology) special rule.
can be chosen by Wizards even though they are not
normally allowed to wear armour.
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 30 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
(4+) 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 15 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 Urannon'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 in close combat, the Spiteful Shield inflicts a
Strength 5 Hit against the model that struck the
Shield. The Ironskin Shield gives the bearer the
blow.
Ward Save (5+) special rule.
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 units in base contact
were recovered – though his vengeful spirit (and with the wearer of the Tricksy Trinket may take
the odour of his feet) lingers on in iron-shod normal Ward Saves (Dodge, Regeneration and
unpleasantness. Parry are unaffected).
Orcs (of any type) on foot only. The wearer of
Bigged's 'Ed Kickin' Boots gains the Stomp special
rule.
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.
signs.
BANNER OF THE FOUR
The unit carrying the Grand Banner of Clan BLACK WINDS 10 points
Superiority gains +D3 combat resolution bonus if
Magical winds howl around this dark, tattered
they have more ranks than each enemy unit in base
banner, forcing flying creatures to the ground.
contact.
BANNER OF BURNING HATRED 25 points Enemies cannot use the Fly special rule to charge
the unit carrying the Banner of the Four Black
This banner of flayed skin is covered in the
Winds.
powerful runes of the Skaven deity.
BANNER OF VERMINOUS
The unit carrying the Banner of Burning Hatred
SCURRYING 10 points
gains the Hatred special rule.
Rituals of skittering urgency allow this banner to
SHROUD OF DRIPPING DEATH 25 points deliver a surge of energy to the unit carrying it.
This horrid banner seems little more than a rag on
The unit carrying the Banner of Verminous
a totem pole, yet closer inspection reveals foul
Scurrying can march three times their Movement
stains that drip and splash as the bearer moves.
value. However, if they do so, the unit suffers 2D6
The whole of the vile hide throbs, oozing a greenish
Strength 3 Hits with no saves allowed after making
tinted fluid...
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 on foot only. The
Tomb King only. The Crown of Kings makes the unit 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" rather unit may then move as normal (including declaring
than just the unit they are with (including allowing charges).
them to March).
ICON OF THE SACRED EYE 40 points
CHARIOT OF FIRE 20 points The arcane power of this stylised icon of the
The wheels and scythes of the mighty hero's chariot unblinking eye infuses the unit that carries it within
blaze with mystical flames. their ranks, making their blows strike true.
Model in Chariot only. The Chariot of Fire causes The unit carrying the Icon of the Sacred Eye
2D6 impacts hits with the Flaming Attacks and (including any mounts) may re-roll failed rolls To
Magical Attacks special rules. Hit in the first round of close combat.
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.
Wight Kings only. The Sword of Kings makes the The Wailing Helm gives the wearer a 6+ armour
model's Killing Blow special rule take effect on a save and the Terror special rule.
5+.
THE FLAYED HAUBERK 20 points
The design of this virulent crimson armour makes
the wearer appear disturbingly similar to a flayed
and abused cadaver.
50
THE ACCURSED ARMOUR 15 points TALISMANS
Some strange flaw in the enchantment of this
armour renders the wearer considerably more WRISTBANDS OF BLACK GOLD 30 points
resilient whilst robbing them of dexterity.
These ancient ornaments are capable of deflecting
arrows, darts and even cannonballs directed
Heavy armour. The Accursed Armour gives the
against the bearer.
wearer +1 Toughness, but makes them suffer -1
Weapon Skill and Initiative.
The Wristbands of Black Gold gives the wearer a
ARMOUR OF BONE 15 points Ward Save (3+) against all missile attacks.
A product of ancient and twisted sorcery, this THE GEM OF BLOOD 25 points
construct offers considerable protection to Undead
An ancient relic from Nehekhara, this cursed gem
wizards.
is extremely dangerous for the bearer's opponents,
but it is said that it will eventually be the undoing
Medium armour. The Armour of Bone armour can
of its master.
be chosen by Wizards even though they are not
normally allowed to wear armour. When the wearer
One use only. The Gem of Blood activates when
fails their first armour save (or if they are wounded
the bearer of the Gem of Blood suffers their first
by an attack which ignores armour saves), the
Wound in close combat (before saves). Roll a D6;
Armour of Bone crumbles to dust and is destroyed,
on a roll of a 1 the wearer suffers the Wound as
but the Wound is ignored.
normal, and an additional Wound with no armour
THE CADAVEROUS CUIRASS 15 points save allowed. On a 2+ the Wound is saved, and is
rebounded onto the model that caused it with the
The Vampire's exposed heart is protected by a cage
Ignores Armour Saves special rule.
of enchanted gold.
RING OF THE NIGHT 25 points
Vampires only. Heavy armour. The Cadaverous
This magic jewel has the power to draw a cloud of
Cuirass gives the wearer the Immunity (Killing
concealing darkness around the bearer.
Blow) special rule.
THE CURSED SHIELD All missile attacks targeted at the bearer of the
Ring of the Night or the unit they are with suffer -1
OF MOUSILLON 10 points
To Hit.
Bretonnian legends speak in contempt of these
accursed shields which carry the symbol of the
Black Grail and were used by the Unholy Knights
at the Battle of Mousillon.
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. power of the Undead even when their master has
been slain.
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 35 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
Heavy armour. The Armour of Morrslieb gives the
reason, the wrath of the Chaos gods is visited upon
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 25 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.
Heavy 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.
Heavy armour. The Bronze Armour of Zhrakk
gives the wearer the Animated Construct special Mark of Tzeentch only. The bearer can re-roll any
rule (though they may still march). However, no number of the dice rolled to cast or dispel a spell.
other model may use the model's Leadership. This can effectively negate any effects of a Miscast
and cause Ultimate Power. However, if the bearer
ARMOUR OF TORTURED SOULS 15 points casts a spell with Ultimate Power using the staff's
This suit of armour is fully enclosed. Nothing re-roll ability, the staff will exhaust its power and
remains of the wearer except his spirit and the cease working for the rest of the battle.
spirits of those who wore the armour before him.
INFERNAL PUPPET 35 points
Heavy armour. The Armour of Tortured Souls Dancing on the Winds of Magic like a marionette
gives the wearer +1 Toughness against non- upon its strings, this eldritch homunculus draws
Magical Attacks. upon wild magic and channels it to his master's
whim.
TALISMANS Whenever any Wizard on the battlefield miscasts
while casting a spell, the bearer of the Infernal
COLLAR OF KHORNE 30 points Puppet may choose to modify any rolls on the
The Champion has bested a Flesh Hound of Miscast table made by that Wizard by up to D3
Khorne in unarmed combat and won the right to each time.
wear the beast's rune-etched collar around his own
neck. ROD OF CORRUPTION 30 points
The Rod of Corruption seethes with the foul
Mark of Khorne only. The Collar of Khorne gives energies of Nurgle's Rot. Its touch brings
the wearer the Magic Resistance (3) special rule. corruption and almost certain death.
55
BINDINGS OF SLAANESH 25 points
SCEPTRE OF DOMINATION 35 points This set of dark chains and black leather straps
The bearer can seduce the minds of his foes, fitted with hooks and sharp blades is every bit as
manipulating them to his will. sinister as it looks. To use it, the wearer must fit the
loops over his body as if he were wearing a
Mark of Slaanesh only. Bound Spell, Power Level harness. As soon as they are properly placed, the
4. The Sceptre of Domination contains the Pavane chains and straps tighten, burrowing painfully into
of Slaanesh spell from the Lore of Slaanesh. the flesh. The hooks and razors ensure that the
wounds remain open for all to see. The Bindings of
ENCHANTED ITEMS Slaanesh were first encountered in the Great War
Against Chaos. Though the first encounter dates
some 200 years ago, the reports were very detailed.
BLASPHEMOUS AMULET 35 points
Worn by a Mutant who was the essence of beauty,
The Blasphemous Amulet surrounds the wearer
she strode naked through the battlefield wearing
with a seething nimbus of magic that warps and
only the Bindings and wielding a jagged sword.
mutates those close by.
She seemed to become thrilled by her injuries, and
those she inflicted. She would rush up to a soldier,
At the start of every close combat phase, all enemy
and the hooks and barbs would lash out from her
models in base contact with the bearer of the
skin and hold her enemies in place while she
Blasphemous Amulet must pass a Toughness test
carved them up. She was finally brought down by a
or suffer one Wound which Ignores Armour Saves.
squad of archers who peppered her with scores of
This has no effect against Animated Constructs.
arrows. Even as black blood seeped from
innumerable wounds, she writhed with pleasure.
ROD OF TORMENT 35 points
This pitted iron rod bums with malefic energy. Mark of Slaanesh only. Enemies cannot refuse
When pointed at the foe it can cause crippling pain. challenges issued by the wearer of the Bindings of
Slaanesh. In addition, they are subject to the
Bound Spell, Power Level 3. The Rod of Torment Always Strikes Last special rule in challenges
contains a magic missile with a range of 18" and (including mounts).
causes 2D6 Strength 3 hits.
THE BLACK TONGUE 10 points
FAITHLESS CHARM 30 points
Cut from the head of Aekold Helbrass, when coated
The degenerate Ettin hill clans have been known to in the user's blood this withered tongue comes to
hang these small craven charms in the dismal life, babbling in the tongue of Daemons and
northern woods, warding away those who would disrupting the spellcasting of even the most
trespass on the Ettins' miserable existence. Each is powerful mage.
an embodiment of the unholy curse that afflicts the
very souls of the Ettins. Those foolish enough to Mark of Khorne only. One use only. The Black
carry one with them for any length of time find Tongue can be used whenever an enemy Wizard
their senses sharpened – until they lose control and fails to cast a spell. When used, the spell counts as
the curse consumes them too. having been Miscast. The model bearing the Black
Tongue then suffers a wound with no saves
The Faithless Charm gives the bearer the Always allowed.
Strike First and Killing Blow special rules.
However, if they fail any Leadership test, they lose FAVOUR OF THE GODS 5 points
Always Strike First and gain Frenzy and Always
The bearer carries an obsidian pendant that marks
Strikes Last instead. The bearer cannot lose their
him as truly chosen by the Dark Gods.
Frenzy.
After rolling on the Eye of the Gods table the
bearer may add or subtract one from his roll. This
may not affect a result of 2 or 12.
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 suffer
-1 to their Strength. 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.
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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.
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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 WAYSTALKER'S CLOAK 25 points
this sphere, enabling them to better anticipate Woven from the hair of Elf maidens with the living
opposing wizards. leaves from sacred trees, a Waystalker's Cloak is a
wondrous object. Quite rare, they are never for
If an opponent uses more than three power dice sale and can only be recovered from the corpses of
(from any source) when casting any spell, the Wood Elves or more commonly, they are bestowed
bearer of the Divination Orb may add an extra free onto a hero who has done a great service to the
Dispel dice into the attempt to dispel that spell. Elves of Athel Loren.
THE DEEPWOOD SPHERE 20 points The Waystalker's Cloak gives the wearer the Forest
This twisted and thorny orb of ebony wood speaks Stalker and Scouts special rules.
to the trees in the bitterest words of vengeance and
spite, exhorting them to strike down all who intrude WRAITHSTONE 25 points
upon them. Only the bravest or most foolhardy ever This crystal emits the ghostly screams of all those
venture into a forest under the influence of the who met with their death within the waystone fence
Deepwood Sphere. that bounds Athel Loren.
Any enemy unit that enters a forest within 18" of All enemy units within 6" of the bearer of the
the bearer of the Deepwood Sphere suffers D6 Wraithstone suffer a -1 penalty to their Leadership.
Strength 4 Hits as soon as they have finished their This has no effect on models with Immunity
move. They continue to suffer D6 Strength 4 Hits (Psychology).
at the start of any of their Movement phases for as
long as they remain in the forest. ELYNETT'S BROOCH 20 points
This intricate treasure retains a portion its original
ELF CHARM 20 points owner's strength of character, filling the wearer
The Elf Charm appears to be nothing more than an with resolve.
acorn. However, when held to the purifying rays of
the light, faint Elven script appears all over its Elynett's Brooch allows the wearer and any unit
surface. A particularly foolish Bretonnian Peasant they are with to re-roll failed Psychology tests.
somehow survived an adventure into the heart of
Athel Loren, reputedly venturing into the secret ARROWS OF POTENCY 10 pts
King’s Glade where Orion resides. Somehow, the Thorkund Axe-Crazy, a famous Dwarf treasure
Peasant escaped, but was killed by a passing hunter of pre-imperial times, recovered these
Knight for some terrible perceived impropriety. arrows just after the War of the Beard. Noted for
The Knight claimed the acorn for himself and liberating many magical items to be sent back to
carried it with him to his Keep, only to lose it along his hold to be “broken” by the Runesmiths, he was
the way. said to have disappeared after venturing into Athel
Loren in search of Wood Elf treasure. The truth is,
When casting spells from the Lore of Life, the his body was recovered, but it was pin cushioned
wizard carrying the Elf Charm may add D3 to their with twenty of these arrows.
casting value once per Magic phase.
Enchanted Arrows. Any shots made with the
Arrows of Potency have the Multiple Wounds (2)
special rule.
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GWYTHERC'S HORN 5 points FAOGHIR, THE BANNER
No purer sound is there than a single note from this OF DWINDLING 25 points
great horn, a perfectly crafted musical instrument, Woven by Elven maidens from the last, crimson
capable of emboldening the faint of heart and leaves of autumn, this enchanted banner saps the
rousing the timid to action. impure of their energy, allowing the Asrai to strike
them down, never to return to their lands.
All friendly units within 12" of the bearer of
Gwytherc's Horn gain +1 to their Leadership when Enemies that attempt to charge or flee from the unit
attempting to Rally. carrying Faoghir, the Banner of Dwindling roll one
dice fewer than normal to determine their
DRAGONTOOTH ARROWS 5 points charge/flee distance.
The tips of these arrows are fashioned from the
teeth of a great Forest Dragon and contain much of SAEMRATH, THE BANNER
the poison that lingers upon its breath. OF ZENITH 25 points
The Banner of the Zenith is said to reflect a portion
Enchanted Arrows. Any Character or Monster of the radiance of the Lady Ariel, for it shines with
wounded by Dragontooth Arrows gains the such purity that none who mean harm to the Asrai
Stupidity special rule for the remainder of the may approach it.
game.
Enemy units within 12" of the unit carrying
MAGIC STANDARDS Saemrath, the Banner of the Zenith at the start of
their Movement phase may not March.
GAEMRATH, THE BANNER
OF MIDWINTER 25 points AECH, THE BANNER
OF SPRINGTIDE 10 points
A standard of gnarled and impossibly ancient Oak,
Decorated with symbols of fertility and fecundity,
Gaemrath bears life still; a symbol to all that even
the Banner of Springtide fills the Asrai with the
in the most dormant heart can be found the will to
stand and never to break before the foe, or indeed, energy and passion of spring, enabling them to
the ages. react to threats with an uncanny speed.
One use only. Gaemrath, the Banner of Midwinter The unit carrying Aech, the Banner of Springtide
gains the Quick to Fire special rule and may fire
may be used at the start of any close combat phase.
Multiple Shots with their bows when choosing
Until the start of your next Movement phase, the
unit carrying the banner may not move and gains Stand & Shoot as a charge reaction.
the Unbreakable special rule.
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