Miscast Table
Center large round template over Wizard, every model under template suffer a S10 hit; roll a D6: 1-3
the wizard is slain, 4-6 D6 power dice are lost from power pool.
Center small round template over wizard, every model under template suffer a S10 hit; D6 power
dice are lost from power pool.
All models in base contact with Wizard suffer a S10 hit; D6 power dice are lost from power pool.
The Wizard and every model that can channel/generate power or dispel dice suffer a S6 hit; D6 power
dice are lost from power pool.
Wizard level reduced by D3 (min of 0) and he forgets a spell for each level (including the one cast);
the wizard cannot attempt to cast further spells this phase.
2-4
5-6
7
8-9`
10-12
Type
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Cost
60
60
50
40
40
35
30
Name
Giant Blade
Sword of Bloodshed
Obsidian Blade
Ogre Blade
Sword of Strife
Fencer's Blades
Sword of Anti-Heroes
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
Weapon
25
25
20
20
20
15
15
10
10
10
5
Spellthieving Sword
Sword of Swift Slaying
Sword of Battle
Berserker Sword
Sword of Might
Gold Sigil Sword
Sword of Striking
Biting Blade
Relic Sword
Shrieking Blade
Tormentor Sword
Weapon
Armor
Armor
Armor
Armor
Armor
5
50
50
45
35
30
Warrior Bane
Armor of Destiny
Trickster's Helm
Armor of Silvered Steel
Armor of Fortune
Helm of Discord
Armor
Armor
Armor
Armor
Armor
Armor
Armor
25
25
20
20
10
5
5
Glittering Scales
Shield of Ptolos
Spellshield
Gambler's Armor
Dragonhelm
Enchanted Shield
Charmed Shield
Talisman
Talisman
45 Talisman of Preservation
45 Obsidian Lodestone
Description
Strength +3
Attacks +3
No armor saves allowed
Strength +2
Attacks +2
Paired weapons, weapon skill 10
Strength +1 and Attacks +1 for every character in base contact with bearer
or his unit
Wizards suffering a wound lose one random spell per wound
Always Strikes First
Attack +1
Permanent Frenzy
Strength +1
Initiative 10
To hit +1
Armor save -1
Always wound on 5+ or lower
Bearer causes fear
Monster or character suffering a wound has Stupdity for the rest of the
game
Monster or character looses one Attack for each wound suffered
Heavy armor (5+); Ward save (4+)
Armor save +1; successful rolls to wound must be re-rolled
2+ armor save cannot be improved
Heavy armor (5+); Ward save (5+)
Armor save +1; at start of each Close Combat phase one enemy character
in base contact with bearer or his unit must pass a leadership test or he will
not attack and will be hit automatically
Light armor (6+); -1 penalty to hit bearer in close combat
Shield (armor save +1); bearer has 1+ armor v. shooting
Shield (armor save +1); magic resistance (1)
Heavy armor (5+); Ward save (6+)
Armor save +1; Ward save (2+) v. flaming attacks
Shield (armor save +2)
Shield (armor save +1); one use only; first hit suffered is discounted on a
2+
Ward save (4+)
Magic Resistance (3)
Talisman
Talisman
Talisman
Talisman
Talisman
Talisman
Talisman
Talisman
Talisman
Talisman
Banner
Banner
Banner
Banner
Banner
Banner
Banner
Banner
Banner
Banner
Banner
Arcane
Arcane
30
30
25
15
15
15
10
5
5
5
55
50
50
45
35
15
15
15
10
5
5
70
50
Talisman of Endurance
Obsidian Amulet
Dawnstone
Opal Amulet
Obsidian Trinket
Talisman of Protection
Seed of Rebirth
Dragonbane Gem
Pidgeon Plucker Pendant
Luckstone
Rampager's Standard
Wailing Banner
Ranger's Standard
Razor Standard
War Banner
Banner of Swiftness
Lichebone Pennant
Standard of Discipline
Banner of Eternal Flame
Gleaming Pennant
Scarecrow Banner
Book of Ashur
Feedback Scroll
Arcane
50 Scroll of Leeching
Arcane
50 Sivejir's Hex Scroll
Arcane
Arcane
35 Power Scroll
35 Wand of Jet
Arcane
35 Forbidden Rod
Arcane
Arcane
35 Staff of Sorcery
25 Trickster's Shard
Arcane
Arcane
25 Earthing Rod
25 Dispel Scroll
Arcane
Arcane
Arcane
Arcane
20
15
15
15
Enchanted Item
Enchanted Item
100 Wizarding Hat
100 Fozzrik's Folding Fortress
Enchanted Item
50 Arabyan Carpet
Power Stone
Sceptre of Stability
Channelling Staff
Scroll of Shielding
Ward save (5+)
Magic Resistance (2)
Bearer may re-roll failed armor saves
One use; Ward save (4+) against first wound suffered
Magic Resistance (1)
Ward save (6+)
Regeneration (6+)
Ward save 2+ v. flaming attacks
Ward save 5+ v. close combat wounds from fliers
One use; re-roll a single failed armor save
Unit may re-roll it's charge distance dice
Unit causes Terror
Unit has the Strider special rule
Unit has Armor Piercing special rule
Unit adds +1 combat resolution
Unit has +1 Movement
Unit has Magic Resistance (1)
Unit has +1 Leadership but cannot use General's leadership
Unit has Flaming Attacks
One use; unit may re-roll its first failed Leadership test
Unit cause Fear in models with Fly special rule
Bearer casts and dispels at +1
One use; when enemy spell is cast roll a dice for every dice used to cast
the spell - on a 5+ the caster takes a wound, no armor saves allowed
One use; when enemy spell is cast a dice is added to the bearer's dispel
pool for each dice used to cast the spell (max 12)
One use; when enemy spell is cast the caster is turned to a frog (all
characteristics changed to 1 except wounds; all wizard functions and
magic items stop working) unless he rolls less than or equal to his wizard
level; spell disipates on a roll of 4+ - test on start of caster's magic phases
One use; caster gets irresistable force (and miscast) on any double
One use; bearer can add D6 to casting roll after casting dice have been
rolled; may cause irresistable force (and miscast)
One use; adds D6 dice to power pool and inflicts D3 wounds on bearer (no
armor save)
Bearer gains +1 to dispel
One use; use at start of bearer's magic phase; each dispel may cause a
wound on the dispeling wizard on a 5+ (no armor save)
One use; bearer can re-roll result on miscast table
One use; automatically dispels one enemy spell; not usable against
irresistable force or Remains in Play except when cast
One use; adds 2 dice to casting roll (requires 1 from pool)
One use; bearer can increase dispel attempt by D6
Wizard adds +1 to channeling attempts
One use; target unit gains 4+ ward save against wounds caused by spell
being cast
Level 2 wizard; randomly chosen spell lore; Stupidity
Before deployment the bearer can place a standard building in his
deployment zone
Infantry or monstrous infantry model on foot only; bearer can Fly but
cannot join units
Enchanted Item
Enchanted Item
35 Crown of Command
35 Healing Potion
Enchanted Item
35 Featherfoe Torc
Enchanted Item
Enchanted Item
Enchanted Item
25 Ruby Ring of Ruin
25 The Terrifying Mask of EEE!
20 Potion of Strength
Enchanted Item
20 Potion of Toughness
Enchanted Item
15 The Other Tricker's Shard
Enchanted Item
Enchanted Item
5
5
Ironcurse Icon
Potion of Foolhardiness
Enchanted Item
Potion of Speed
Bearer is Stubborn
One use; drunk at start of player's turn; drinker recovers D6 wounds lost in
battle
Flying creatures (and their riders) must re-roll successful to-hit against
bearer and unit in close combat
Bound spell (3); Fireball spell (see Lore of Fire)
Bearer causes Terror; others may not use his Leadership
One use; drunk at start of any player's turn; drinker has +3 strength until
the end of the turn
One use; drunk at start of any player's turn; drinker has +3 toughness until
the end of the turn
Models in base contact with bearer (friends and foes) must re-roll
successful ward saves
Bearer and unit gain 6+ ward against war machines
One use; drunk at start of any player's turn; drinker has Immune to
Psychology and Devastating Charge until the end of the turn
One use; drunk at start of any player's turn; drinker has +3 initiative until
the end of the turn
Melee Weapons
Hand Weapon- 6+ ward or 'parry' save when used with a shield
Spear- Unit fights in two ranks on the turn the unit charges, three the turn after or +1 strength in first round of combat (when
mounted)
Two Hand Weapons- +1 attack per model
Great Weapon- +2 strength, requires two hands, strikes last
Halberd- +1 strength, requires two hands
Flail- +2 strength during first round of combat
Morning Star- +1 strength during first round of combat
Lance (Mounted Only)- +2 strength when charging
Pistol- Counts as hand weapon
Brace of Pistols: Extra Attack, Requires Two Hands
Armour
Light Armor- 6+ Armor Save
Heavy Armor- 5+ Armor Save
Chaos Armor- 4+ Armor Save (Warriors of Chaos only)
Shield- +1 to Armor Save. In close combat, 6+ ward or 'parry' save if used with a handweapon.
Ranged Weapons
Shortbow:Maximum Range- 18, Strength- 3
Bow:Maximum Range- 24, Strength- 3
Longbow:Maximum Range- 30, Strength- 3
Crossbow:Maximum Range- 30, Strength- 4, Special Rules- Move or Shoot
Javelin:Maximum Range- 12, Strength- As User, Thrown weapoon
Throwing Axe:Maximum Range- 6, Strength- As User +1, Thrown weapon
Handgun:Maximum Range- 24, Strength- 4, Special Rules- Armour Piercing, Move or Shoot
Pistol:Maximum Range- 12, Strength- 4, Special Rules- Armour Piercing, Quick to Fire
Sling:Maximum Range- 18, Strength- 3, Special Rules- 2x Multiple Shots if target is at short ranges