Magic Items List Rating System

Note: That modifications, from official ruler makers are marked in Bold Text and are for the most part are taken from White Dwarf No. 222.  Original text is left unmodified and is from the latest Magic set.  The Items that have been total overhalled inclued the original rules, and the new updated rules.  Even though the souce is take from Games Workshops mouth, the rules are not yet official untill the modifications are made in the next Magic Box set, but I would recommend using the new updates considering that they sould be veiwed by most others as offical rules, that should become common in all games.  Bold text is new rules.  Italic text is still take from the original magic rules, but is defined as being items that are race specific and the race being Italic text.



Rating System


Magic Weapons

M=Movement WS=Weapon Skill BS=Ballistic Skill S=Strength T=Toughness W=Wounds I=Initiative A=Attacks Ld=Leadership
Name Rating Effects
Sword Of Defiance  +3 T
Fellblade 1/2 Bearer S10. Each wound  inflicts not 1 but D6 wounds. Roll D6 at end of turn: on 6 bearer suffers 1 wound, no armor save allowed.  Skaven Only
Black Axe of Krell No armor saves allowed. Victims that suffer 1 or more wounds roll D6 at start of each magic phase, regardless of whose turn it is. On 1 or 2 they take 1 extra wound. Undead and Chaos Only
Blade of Cocacila 1/2 No spells may be cast by enemy in base contact with the bearer. No magic items carried by enemy in base contact will work. A wizard who suffers a wound from the blade looses his powers permanently. For every would inflicted on an enemy character one of their magic items is destroyed. Lizardman Only. 
Daemon Slayer Against daemons, hits wound automatically and inflict D3 wounds per hit.  Against other targets +3 S when rolling to wound.  Each target inflicts not 1 wound but D3 wounds.
Dragon Slayer Against dragons, hit wound automatically and inflict D3 wounds per hit. Dragons who wish to charge the bearer must test for Fear. Against other targets, +3 S when rolling to wound. Each wound inflicts not 1 but D3 wounds
Gotrek's Axe Hits wound on 2+. No armor saves allowed, except for magic armor, which gets -3 modifier. Each wound inflicts not 1 but D3 wounds (Dragons and Daemons =D6 Wounds). Dwarf Slayers Only
Hellfire Sword If wound is scored, target burst into flames and is slain.  All models, except for bearer, in base contact with the victim suffer 1S3 hit. Note - The victim may attempt a save against the original wound if he has one but not against the automatic kill.
Morgor The Mangler Bearer +1WS, +1T, +1S. Always strikes first. No armor saves allowed, except for magic armor.  Orcs, Savage Orcs, and Black Orcs Only
Death Sword 1/2 Bearer S10
Frost Blade 1/2  If the target suffers a wound it is killed.  No armor saves allowed, except for magic armor.
Sword Of Destruction The sword's wielder may carry no other magic items.  No magic items carried by models in base contact with  the bearer will work. For each wound inflicted by the sword, one magic item carried by the victim will be destroyed.
Sword Of Teclis 1/2 All hits wound automatically. Once per battle during the hand-to-hand combat phase, the bearer can unleash a storm of lightning that causes and extra D6 S6 hits on the enemy unit the bearer is fighting.  High Elves Only
Sword Of Unyielding 1/2 Bearer +2 T
The Blade of Couronne At the end of each Bretonnian movement phase, any Undead creature within 3" of the blade suffers 1 wound, no armor save allowed. Character and any unit he is leading are immune to fear and terror caused by Undead. Bretonnian Only
The Hammer of Sigmar 1/2 Hits wound automatically. No armor saves allowed, except for magic armor. Empire Only
Giant Blade Bearer +3 S
Blade of Darting Steel 1/2 Hits automatically
Blade of Leaping Gold Bearer gains +3 A
Blessed Sword 1/2 Bearers WS 10 . May not be used by Orcs or Goblins
Chaos Tomb Blade For each wound inflicted on a living creature, the wielder may take a winds of magic card to use in the next magic phase. Chaos or Undead Only
Destroyer 1/2 If sword hits enemy carrying magic items or who can cast spells, will steal their power on a D6 roll of 4+. Bearer may use magic items/spells until sword steals another. Spells may only be used if the wielder is himself a wizard. Dark Elves Only
Hydra Sword (Banned) Each attack that hits = D6 hits resolve each hit separately.  Roll to wound for each of them
Obsidian Blade 1/2 No armor saves allowed, except for magic amour. The armor of any victim who suffers a wound will be destroyed, even magic armor.
Black Hammer of Hashut 1/2 Wielder +2 S. No armor saves allowed. Targets that are vulnerable to fire are automatically destroyed if they sustain any wounds. Chaos Dwarfs Only
Venom Sword 1/2 Each wound inflicts not 1 wound but D6 wounds
Chaos Runesword of Grungni Ironheart Wielder +1 WS, +1 S, +1 A Undead or Chaos Only
Chaos Daemon Sword Each wound inflicts not 1 but D6 wounds. If you roll a 1 when determining the # of wounds, the wound is inflicted back on the wielder. No armor saves allowed except for magic armor. Chaos Only
Star Lance +3 S bonus when wielder charges. No armor saves allowed
Sword of Heroes 1/2 Bearer fighting opponents with T5 or greater rolls to wound with +3 strength, and each wound inflicts not 1 wound but D3 wounds
Elf-Biter, Axe of Grom 1/2 Each wound inflicts not 1 wound but 2 wounds. No armor saves allowed. Orcs and Goblins Only
Blade of Leaping Bronze Bearer +2 A
Bow of Loren 1/2 The Bow of Loren has a 36 " range. It fires a number of shorts = to the users A, at his S.  All the shots must be directed at the same target. Hits from the bow's arrows count as being magical. High Elves and Wood Elves Only
Dagger of Sotek 1/2 Wielder +1 S. If Skaven unit takes 1 or more wounds from the dagger its' normal Ld bonus is discounted for purposes of working out combat results. Lizardman Skinks Only
Dark Mace of Death (Banned) Once per battle, bearer may release an energy blast that affects all models touching, friends as well as foes. Affected models take D3 wounds, no armor saves allowed. One Use Only
Dragon Blade 1/2 Each hit=2 hits. Roll to wound for each
Dwarf-Gouger 1/2 Wounds have extra -3 armor save modifier. Each wound inflicts not 1 wound but 2 wounds. Always wounds Dwarfs on 2+ Skaven Only
Executioner's Axe (Modified) Double-Handed axe bearer strikes last, +2 S. On a to hit roll of 6, victim is killed. As no wounds are inflicted none can be saved by armor or wards.  If any dice roll made to wound is a 6, the executioner's axe has killed outright, in wich case no armour saves are allowed.  A 6 is required on the wound roll and not the hit roll as stated on the card.  Dark Elves Only.
Gromril Blade 1/2 No armor saves allowed, except magic armor May Not Be Used by Orcs or Goblins
Hear Seeker 1/2 Bearer may re-roll any of his attacks that miss in hand-to-hand combat
The Sword Skabskrath 1/2 Bearer causes terror. Note that because he causes terror the bearer is immune to fear and terror himself. Undead Only
The Sword of Change When the sword inflicts 1 or more wounds upon an enemy but does not kill him outright roll a D6 Add +1 to the score for each additional wound inflicted after the first. On a score of  5+ the victim is turned to a Chaos Spawn and is dealt D6 Chaos gifts Move the Spawn 2D6 " directly away from the sword bearer Chaos Only
Sword of Fortitude 1/2 Bearer immune to fear, terror and panic
Sword of Justice 1/2 When the bearer fails his to hit roll, he may take the roll again. No armor saves allowed except for magic armor.  Empire Only
Sword of Resilience Bearer +1 T
The Tomb Blade of Arkhan 1/2 Bearer +1 to wound, -1 opponent's armor saving throw. Each wound inflicts not 1 but D3 wounds. Skaven  Only
Chaos Runeblade 1/2 User +2 S when charging; hits automatically when he charges the user may elect to make one special Dragonblade attack in place of his normal attack, hitting automatically If the model is slain the lance hits the model directly behind it in the second rank, at 1 less S than before. If this model is slain then the model in the third rank will be hit, at further 1 less S and so on. High Elves Only
Ogre Blade 1/2 Bearer +2 S
Tormentor Sword  1/2 Foe wounded by the sword becomes subject to stupidity. A wizard affected by stupidity must roll a D 6 each time he casts a spell. On a roll of 1-3 the spell fails and the power is wasted.
Bone Blade 1/2 Bearer causes fear (and is immune to fear himself)
Warrior Bane Each wound suffered reduces victims A by -1 
Blade of Sea Gold +2 S bonus 1st round of combat. Each wound inflicts not 1 wound but 2 wounds. 
Morning Star of Frarecasse 1/2 Bearer +2 S 1st round of combat. If the bearer scores 1 or more wounds on an enemy armed with a magic weapon, it will be pulled away and destroyed on a D6 roll of 4+. Bretonnia Only
Runefang 1/2 No armor saves allowed. Against Undead each wound inflicts not 1 wound but 2 wounds. Note that there are 12 Runefangs. Empire Only
Sky Arrow of Naloer May be shot from the ground at any creature flying high. Shooter may add +1 to hit. Arrow inflicts D6 S10 hits. One use Only
Banisher Sword Against Undead each wound inflicts not 1 wound but D3 wounds. No armor saves allowed for undead.
Blade of Leaping Copper (EHW?) Bearer +1 attacks
Blood Drinker For each unsaved wound suffered a victim deducts -1 from his S for the rest of the game. Chaos and Dark Elves Only
Hail Doom Arrow When fired, arrows split into 3D6 arrows in flight. The arrows count as magical weapons and are S4. Rolling to hit using the firer's BS. Wood Elves Only. One Use Only.
Rending Sword Each wound inflicts not 1 wound but 2 wounds
Soul Blade For each unsaved wound suffered the victim deducts -1 from his toughness for the rest of the game. Chaos Only
Sword of Swift Slaying 1/2 Wielder may strike first in hand-to-hand combat
Blade of Enscrolled Iron Bearer adds +1 to hit in close combat
Blade of Slicing Bearer causes wounds with an extra -2 armor saving throw modifier in close combat
Gold Sigil Sword 1/2 Bearer I=10
Parrying Blade One enemy has 1 less A
Sword of Might 1/2 Bearer +1 S
Dark Sword For each unsaved wound suffered the victim deducts -1 from his WS and BS for the rest of the game. Chaos or Dark Elves Only
Relic Sword Bearer +1 WS
Silver Sigil Sword Bearer +3 to I
Berserker Sword Bearer immune to psychology. He must move as fast as he can towards the enemy and charge into combat at the first opportunity. He will always pursue fleeing opponents.
Biting Blade Bearer cause wounds with an extra -1 armor saving throw modifier
Bronze Sigil Sword Bearer +2 I
Languisher Sword For each hit scored the victim deducts -1 from his I for the rest of the game.
Sword of Bork 1/2 Unit with ignores its first Animosity test failure. Orcs and Savage Orcs Only
Copper Sigil Sword Bearer +1 to I

Magic Armor

M=Movement WS=Weapon Skill BS=Ballistic Skill S=Strength T=Toughness W=Wounds I=Initiative A=Attacks Ld=Leadership
Spelleater Shield 1/2 Armor save of 6+. Any spell cast at the bearer or unit he is with is dispelled on a roll of 3 or more on a D6. If enemy spell is dispelled  roll a D6 on a 4+ the spell is destroyed and must be discarded A spell from a magic item is destroyed on a 6
Armor of Brilliance (Banned) 1/2 Includes a shield and gives an armor save of 3+. Foes suffer -2 to hit.  Bretonnians Only
Armor of Protection Armor save of 5+. If wearer fails his armor save he may make a further special save of 4+
Chaos Runeshield 1/2 Armor save of 6+. Magic weapons carried by enemy model in base contact with the bearer do not work.  A Chaos Runeshield can be combined with  Chaos Armor  in which case it counts as one magic item. Chaos Only
Shadow Armor Armor save of 5+. Bearer may move through difficult/very difficult terrain and cross obstacles with no penalty Hits from non-magical weapons suffer -1 S penalty. High Elves Only
Spellshield Armor save of 6+ Any spell cast at the bearer or unit he is with will be dispelled of 4+. If enemy spell deflected, roll a D6 on 4+ the Magical energy bounces back at the caster causing 1 S6 hit for each power card used to cast the spell. No armor saves allowed against rebounded hits.
Warpstone Armor Confers special save of 4+ for every wound saves armor inflicts S3 hit against the attacker May be worn by Skaven wizards without compromising their ability to cast spells. Skaven Only
Armor of Meteoric Iron 1/2 Includes a shield armor save of 2+
Bane Shield 1/2 Armor save of 6+ when the bearer saves against enemy in close combat the shield unleashes 1 S4 lighting Bolt against that enemy. High Elves Only
Crimson Armor of Dargan 1/2 Armor save of 4+ In order to attack enemy models must first pass a leadership test Chaos Only
Armor of Fortune 1/2 Armor save of 5+ If wearer fails save he may make a further special save of 5+ against the wound.
Chaos Armor 1/2 Armor save of 4+  wizard may wear Chaos Armor and still cast spells Chaos Only
Dagonhelm 1/2 special save of 2+ against fire attacks
Shield of Ptolos Armor save of 6+/1+ vs. missile attacks
Armor of Endurance 1/2 Armor save of 5+ If wearer fails to save he may make a further special save of 6+ against the wound
Enchanted Shield Armor save of 5+
Charmed Shied 1/2 Armor save save of 6+, first hit inflicted upon the bearer is automatically discounted works once only.
Magic War Paint Armor save of 3+ for shooting/5+ for hand-to-hand. A wizard may have Magical War Paint without compromising his ability to cast spells. War Paint cannot be combined with armor, but it can be combined with a shield. Savage Orcs, Skaven, Forest Goblins and Wood Elves Only

Standards

M=Movement WS=Weapon Skill BS=Ballistic Skill S=Strength T=Toughness W=Wounds I=Initiative A=Attacks Ld=Leadership
Banner of Arcane Warding A spell cast at the unit carrying the banned will be dispelled od a D6 roll of 2+. If the spell is dispelled roll a D6 on 4+ the spell is redirected to a new target Choose an enemy unit within 24" and roll a 4D6 to determine the spell's range If the new target is within the dice score roll of the banner, it is hit by its deflected spell.
Battle Banner 1/2 Adds +D6 to the combat results of the side carrying it
Storm Banner May be used at the start of a player's turn. No creatures may fly high at all. All creatures flying high must land in the center of the table and move 3D6" in a random direction as determined by the scatter dice.  Shooting ranges are halved Roll a D6 at the start of a player's turn roll a D6 on a roll of 6 the banners effects end. One Use Only
Banner of Righteous Retribution 1/2 Missile shot at the unit are deflected and turned back against the firer's.  Roll a D6 and multiply the score by 10 If the score equals or exceeds the distance between the units the missile hit the fire automatically If the score is less the missile rebound harmlessly Exhausted on a 1 or 2. Bretonnia Only
Banner of the Lady of the Lake 1/2 Enemy unit looses combat bonus from rear rankers.  If the banner is carried by the army battle standard bearer all knights in the army can re-roll a failed break test. Bretonnia Only
Banner Of Wrath  The bound spell may be cast in the magic phase D6 lighting bolts each with a range of 24" fly from the banner Each bolt strikes the first model in its path for 1 S4 hit no armor saves allowed Line of sight required for each lighting bolt.
Hell Banner 1/2 Enemy units within 6" suffer -2 penalty on all leadership tests. Undead Only
Sacred Standard of the Horned Rat 1/2 Carrying regiment Ld. 10 When enemy spell is cast against unit roll a D6 for each power card used. On a 4+ the power card is absorbed and may be taken by the Skaven player. Skaven Only
Mork's War Banner Spells cast at unit dispelled on 4+. Any wizard/shaman touching unit will be killed instantly by magical overload no armor saves apply. Orcs and Goblins Only  Wizards in contact with the unit are killed on the D6 roll of 4 or more and not automaticlly as stated on the card.  Make this roll as soon as the wizard touches the unit,  and subsequently at the start of each of the wizards turns the is still touching. 
Banner of Arcane Protection 1/2 Spells cast against unit carrying banner on a D6 roll of 4+ Any Undead/Daemon model in base contact with the unit suffer 1 wound at the start of the bearers magic phase
Banner of Defiance Unit counts double its normal rank bonus in hand-to-hand combat will never pursue
Banner of Doom Enemy units within 6" suffers -1 to Ld.
Banner of Might 1/2 Unit carrying banner adds +1 to hit in hand-to-hand combat
Banner of Rage Unit carrying banner is subject to Frenzy. Chaos unit led by a Champion of Khorne Only
Blasted Standard 1/2 Bound spell may be cast against an enemy unit within 8" and causes 2D6 S6 Any survivors must take an immediate Panic test. Chaos unit lead by a Champion of Tzeentch Only
Dread Banner The unit carrying this banner causes fear ( and therefor immune to fear itself)
Rapturous Standard 1/2 Unit carrying is immune to psychology. Chaos unit lead by a Champion of Slaanesh Only
Scarecrow Banner Cause terror in flying creatures. Unit is immune to terror caused by flying creatures The unit receives a +D6 combat result bonus when fight flying creatures
Bad Moon Banner 1/2 All the shots at unit are at -1 to hit Unit always strikes first in hand-to-hand combat. Night Goblins Only
Spider Banner Unit carrying banner doubles all attacks during its first turn of hand-to-hand combat of the game. One Use Only Forest Goblins Only
Valorous Standard Unit carrying banner may roll an extra D6 when making a psychology test and may select the which 2 dice out of the three to use Break test are not affected.
Banner or Courage The unit may re-roll a failed Break test. Not that it is not possible to re-roll a failed re-roll only one re-roll is allowed from any source.
Banner of Sorcery Banner stores D6 winds of magic cards at the start of the game which may be used by friendly wizard within 12 "
Doomrider Banner When unit charges into hand-to-hand combat the skeleton horsemen's attacks hit automatically in the first round of combat. Undead Skeleton Horsemen Only
Gork's War Banner Unit gains +1 S when charging. Orcs and Goblins Only
Jaguar Standard 1/2 Increases units move by +D6 Roll each turn may be used three time only. Lizardman Only.
Standard of Shielding Unit carrying banner receiver +1 on all armor saving or an 6+ save if they had no armor at all to begin with.
War Banner Adds +1 to the hand-to-hand combat results of the side carrying it.
Blood Banner 1/2 Allows Cold One riders to ignore the Cold One's' stupidity .Dark Elf Cold One Knights Only
Errantry Banner Enemy cannot stand and shoot when charged by unit carrying this banner. Bretonnia, Knights Errant Only.

Enchanted Items

M=Movement WS=Weapon Skill BS=Ballistic Skill S=Strength T=Toughness W=Wounds I=Initiative A=Attacks Ld=Leadership
Crown of Sorcery 1/2 User Gains abilities of a lvl 3 Necromancer. Each time the bearer casts a spell he must test against his Ld. If he fails he can do nothing until the next magic phase
Rod of Corruption When the bearer hits enemy in hand-to-hand combat roll a D6 If score is higher that victim's T or a 6 the victim is killed. The foe is slain automatically hence no saves against wounds are allowed. Skaven Plague Monks Only
Talisman of Obsidian No wizard in base contact may cast spells use counter magic or retain magic cards from  turn to turn Any spell cast at the bearer or unit he is with will be dispelled automatically Cannot be Used by a Wizard
Talisman of Hoeth 1/2 Bearer has magic abilities as level 2 high elf mage champion. High Elves Only
Bird of Chotek May be released at the beginning of any Lizardman turn All creatures flying high are driven to the ground and suffer D3 wounds Riders of large monsters driven to the ground suffer D3 wounds and so the monsters one use only. Lizardman Only
Liber Bubonicus Bearer gains the power of a level 2 wizard Champion Generate 2 spells from the list below, before other wizards draw their spells On a double take the spell indicated + Stench of Nurgle
 
  1. Putrefy (Skaven)
  2. Plague (Skaven) 
  3. Pestilent Breath (Skaven) 
  4. Wither (Skaven) 
  5. Stream of Corruption (Nurgle) 
  6. Misma of Pestilence (Nurgle) 

Skaven Plague Monks Only

Cloak of Shadows Wearer cannot be charged or shot at unless enemy first rolls 6 on D6. Spells can only be cast at the wearer if the attacking wizard first rolls 5 or 6. Skaven Assassins Only  Skaven Only
Ruby Chalice Only starts to work when the bearer or unit he is with takes 1 or more wounds. -2 to hit on enemy missile attacks; -1 to hit close combat attacks. Note that the Chalice has no effect once the bearer is killed
Aldred's Casket of Sorcery May be used at any time against a single enemy wizard in base connect with the bearer. The casket automatically steals one of the enemy's spells (determined randomly). The bearer may cast the stole spell in his own magic phase. No power is required to cast he spell the casket may contain any # of spells
Bugman's Tankard May be used once during any turn and not in the close combat phase The bearer or unit he is with may heal 1 wound Three Uses Only Dwarfs Only
Chalice of Darkness 1/2 Use at the start of magic phase after magic cards are dealt but before any spell are cast Roll a D6 and remove that many magic cards from each side. If a player doesn't have enough magic cards he must also surrender spell cards to make up the difference Roll a D6 for every spell surrendered. On a 4+ the Chalice bearer sustains 1 wound no armor save allowed. Chaos Dwarfs Only
Collar of Zorga 1/2 No monster will attack bearer in hand-to-hand combat. If bearer is touching enemy monster at end of hand-to-hand combat phases, take a Ld test If the bearer succeeds he temporally takes control of the monster which may immediately move and fight a round of hand-to-hand combat. Control of the monster then reverts to the owning player. Orcs and Goblins Only
Daemon Steed 1/2 A Daemon Steed take the form of a mighty horse. 

M

WS

BS

S

T

W

I

A

Ld

8

4

0

4

4

3

6

3

10

The steed has a daemon saving throw of  4+ plus armored barding for 3+. It is not affected by daemon animosity and counts as a monster A model riding a Daemon Steed causes fear. Chaos Only

Crown of Command (Modified) Bearer Ld. 10 The bearer and any unit he leads takes Break tests on unmodified Ld. of 10 
Golden Sceptre of Norgrim 1/2 Each turn the unit lead by the sceptre bearer may add +1 M or add +1 S to each model or have +1 Armor save. Dwarfs Only
Healing Potion 1/2 May be drunk at any time except during the close combat phase. Restores user to full wounds. One Use Only
Skalm 1/2 May be used at any time except during the close combat phase. Heals user back to full wounds. One Use Only, Skaven Only
Skaven Brew Use before start of battle on regiment character is with . Effects last all the battle Roll a D6 1- No effect 2-3 Unit hates all non-Skaven 4-5 Unit subject to frenzy 6- Unit moves at double speed and doubles its A value.  Roll a D6 at the end of each skaven turn on a 1 the regiment suffers D6 wounds. Skaven Only. One Use Only.
Slaanesh's Sceptre of Domination 1/2 Any enemy characters within 12" of the scepre bearer must take a Ld. test If he fails he can do nothing If test is passed the character is immune. Chaos - Slaanesh Only
Talisman of Ravensdark 1/2 May be activate when the bearer or unit he is with is charged by a flying creature and affects all flying creatures fighting the unit Flying creatures must roll a 6 to hit. Riders may not attack at all.
The Carstein Ring 1/2 If slain, Vampire is restored to full wounds together with any magic item/spell Note that is one of the few items with will save a character from an automatic kill. Vampires Only. One Use Only.
Tomb King's Crown 1/2 Any Undead model within 12" of the bearer may use his WS and BS instead of its own. This ability may not be used if the wearer is in close combat himself. Mummy Tomb King Only.
Gauntlet of Bazhrakk the Cruel 1/2 Wearer has +2 S. If he rolls a 1 to hit blow is struck against a randomly determined friendly model in base contact. Chaos Dwarfs Only
The Tress of Isoulde May be used once per battle in the close combat phase vs. one foe only bearer his on unmodified 2+ and wounds on unmodified 2+ No armor saves allowed. Bretonnia Only
Van Horstmann's Speculum When wearer fights a challenge he fights with his opponent's S, T, I (and vise versa)
Amber Amulet At the start of his turn bearer recovers 1 wound he has suffered A dead character cannot use the power of the amulet to recover wounds and restore him to life.
Amulet of Fire 1/2 Will dispel spell cast at user or unit he is with on a D6 roll of 4+ Only one spell may be dispelled a turn.
Black Gem Of Gnar  (Banned) Can be used against enemy model in base contact. Both models are frozen in time and can do nothing until the enchantment ends. Roll a D6 at the start of each players turn  on a 6 the enchantment is ended One use only
Cloak of Feathers 1/2 If the character wielding the cloak is already in close combat he can move up to 24" before either side has stuck or after he has made his attacks He may not move into close combat. Lizardman Saurus/Skink Hero Only
Cursed Book  1/2 All living characters within 6" of the bearer suffer -1 to hit/shooting rolls. Chaos or Undead Only.
Fiery Ring of Thori 1/2 May be used at any time during the player's turn Creates barrier of flame 6" in front of the wearer and the unit he is with Only enemy immune to flame may cross the barrier. Last One turn. One Use Only. Dwarfs Only.
Heart of Woe 1/2 Explodes when bearer is slain Each model within radius equal to the bearer's original W value takes an automatic hit at S = to bearers +D6. wounded model suffers D6 wounds. One Use Only.
Helm of Many Eyes Wearer always strikes first in hand-to-hand combat. Chaos Only.
Mad Cap Mushrooms 1/2 A night Goblin character can feed mushrooms to one fanatic emerging from a unit he is with. The fanatic causes an extra D6 hits on the first unit he strikes, causing 2D6 S5 hits. One Use Only. Night Goblins Only.
Poison Wind Globes May be thrown up to 8 " in the shooting phase. Nominate target and roll Scatter dice. A hit is a direct hit otherwise globe lands 3" away in the direction indicated. Use 2" diameter template.  Affected models suffer 1 wound on 4+ no armor saves allowed. Skaven Only
Potion of Chaos 1/2 Drink at the start of any turn and roll a D6; 1-3 recover 1 wound; 4 +1 S this turn only; 5 +2 S this turn Only; 6 take a random Chaos Gift. Chaos Only . One Use Only
Warpstone Amulet 1/2 Enemy models attacking bearer in close combat must take a Ld. test before striking. If they fail they suffer -2 to hit/-2 S against the wearer. Skaven Only
Crown of Bretonnia 1/2 Wearer may add +1 to any characteristic before the battle begins.  Choose a characteristics and roll a D6 on 5+ the characteristic is increased. If not choose another characteristic and roll again you need 4+ for you second choice , 3+ for the thirds and so on the fifth roll is automatically successful Note that the maximum value is generally 10. Bretonnia General Only
Potion of Strength Increases character's S by +3 for one turn
Warpstone Charm Re-roll any one dice throw, which may be adjusted by +1/-1. One Use Only. Skaven or Chaos Only
Potion Sacre Bearer may drink before making a dice roll then add +1/-1 to the score . Bretonnia Only. One Use Only.

Wards

M=Movement WS=Weapon Skill BS=Ballistic Skill S=Strength T=Toughness W=Wounds I=Initiative A=Attacks Ld=Leadership
The Silver Seal 1/2 Enemy missile shots/han-to-hand attacks the bearer suffer -1 to hit modifier. Spells cast against the bearer or unit he is with dispell on 4+.  Empire Only
Black Amulet (Banned) Bearer get 4+ special save against each wound suffered. In hand-to-hand combat any wound saved by the amulet is rebounded against the enemy that struck the blow, inflicting 1 wound for each wound saved. For each wound rebounded roll a D6 on a 1 the power of the amulet is exhausted and may no longer be used
Golden Crown of Atrazar (Banned) Bearer gets special save of 3+ against any wound suffered. If the helm saves 2 or more wounds in the same phase, roll a D6 On a 4+ its power is exhausted.
Dawnstone Re-roll failed armor save
Vambraces of Lightning 1/2 Givers wearer 4+ special save against each wound suffered from missile fire of S5 or less.
Jade Amulet 1/2 Gives bearer special save of 2+ that can be used only once against a single wound. One Use Only.

Bound Spells

M=Movement WS=Weapon Skill BS=Ballistic Skill S=Strength T=Toughness W=Wounds I=Initiative A=Attacks Ld=Leadership
Doomfire Ring 1/2 Three times per battle in the magic phase the wearer can direct a jet of flames at an enemy model up to 18" away. The victim sustains 2D6 S3 hit, No armor save allowed line of sight required. Three Uses Only
Staff of Nurgle (Banned) The staff's bearer may cast the spell once in the magic phases at any enemy model within 12 " The target is slain automatically no armor saves allowed Roll a D6 each time the spell is cast on a 1 or 2 the staffs power's are exhausted. Chaos Sorcerer of Nurgle Only
Horn of Urgok 1/2 All enemy units within 24" engaged in close combat must take a Panic test or be broken and flee. Fleeing friendly units within 24" rally. May Be Used Three Times Only
Pipes of Doom 1/2 The spell may be cast at any cavalry unit within 18". The unit suffers D6 S4 hits. Victims may not charge next turn.
Skarsnik's Prodder In the magic phases, the Prodder may fire 1 fireball for each Orc or Goblin unit within 12" plus one extra for each that is in hand-to-hand combat Blast is S4 max rang of 24" and hits first model in it's path Orc units must be 10 strong. Goblin units 20 strong to count. Each fireball travels up to 24" striking the first model in it's path. The victim suffers an S4 hit no armour saves allowed Line of sight required. Night Goblins Only
Brass Orb 1/2 Orb is cast  down on ground within 8" of the bearer. Nominate target and roll scatter dice. A hit symbol is a direct hit, otherwise the Orb scatters 3" as indicated by the dice. Place and of the round templates from Warhammer Magic where the globe lands. Each model rolls a D6. If they roll more than their I or a 6, they are killed no armour saves allowed remains in play moving in the magic phase. One Use Only. Skaven Only
Claw of Nagash 1/2 Can be used against a living model (not daemons or Undead) within 6". Roll 2D6 and subtract victim's T = number of wounds caused. No armour saves allowed. One Use Only.
Ring of Corin 1/2 Once its spell is cast, the bearer may attempt to nullify the power of a named magic item within 12". Roll 2D6 and multiply the results by 10. If the total equals or exceeds the points value of the target magic item its power is drained and it becomes useless for the rest of the game.
The Orb of Thunder Prevents flying creatures from flying high. Creatures already flying high cannot descend. Remains in Play. May Be Used Three Times Per Battle
Bands of Power Wearer doubles his S value (max S10) until the begin of next magic phase. Three Uses Only. Skaven Only. Lasts One Turn
Ring of Darkness 1/2 The user is shrouded in darkness. Enemy striking in hand-to-hand combat requires a 6 to hit. Magic weapons are not affected by the ring's magic. Remains in play
Ring of Volans The ring starts the game containing one randomly determined Battle Magic Spell. The spell may only be used once per game in any magic phase, and costs no power to cast. One Use Only

Wizard Arcana

M=Movement WS=Weapon Skill BS=Ballistic Skill S=Strength T=Toughness W=Wounds I=Initiative A=Attacks Ld=Leadership
War Crown of Saphery 1/2 Raises magic level of a High Elf Mage Lord from 4 to 5, giving him 5 spells. High Elf Mage Lord Only.
Book of Nagash 1/2 Raises magic level of Necromancer with necromancy spells by 1. Undead Necromancer Only.
Talon of Death 1/2 All living models in contact with user suffers 1 automatic wound at the beging of every close combat phase. No armour saves allowed. Does not effect Deamons or Undead. Undead Necromancer, Liche or Vampire Only.
Forbidden Rod (Banned Bearer may cast a spell at no power cost, and the spell counts as having been cast with total power. After each use bearer will suffer 1 wound on a D6 roll of 4+. No armour saves, saves from wards, or special saves allowed.
Sword of Unholy Power Bearer may cast one of thier Dark Magic or Necromantic Magic spells in the magic phase, at no cost. Roll a D6 each time the sword is used. If the score is equal to or less than the power normaly required to cast the spell, the sword is exhausted for the rest of the battle. Bearer may not carry a magic weapon in addition. Wizards with Dark or Necromantic Spells Only.
Bane Head At the start of game nominate an enemycharacter and roll a D6 On a 5+ they are 'banned'. Any wounds suffered by banned character are doubled. Lizardmen Slaan Mage Only.
Book of Ashur Bearer gains 1 magic level (up to a maximum of 4). The wizard may take spells from any single race's deck. Wizards Only.
Book of Secrets Bearer may cast spells for no power cost. Each time the Book is used, wizard loses D6 characteristic points.
Chaos Familiar 1/2 The Sorcerer is accompanied by a tiny Chaos Familar. As long as the Familiar is in base contact with its master he may add 1 to or subtract 1 from any one dice roll each turn. The player must declare he is doing this before he does so. 

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Cloak of Mist and Shadows 1/2 Wearer may move up to 24" in his movement phase, and ignore movement penalties for terrain and obstacles. In his ethereal form he can move through buildings. He may cast spells but cannot strike blows in hand-to-hand combat. He cannot be harmed by non-magical weapons.
Destroy Magic Scroll 1/2 May  be used to dispell an enemy spell as it is being cast. Roll a D6 on a 4+ the spell is distroyed and connot be used again that battle. If the spell came from a magic item, the item is distroyed on a 6. The scroll cannot be used against a spell cast with total power. One Use Only
Plaque of Dominion Bearer may cast the Plaque's bound spell in his magic phases. The spell last one turn. While it lasts, all Lizardmen automatically strike first in close combat.
Potion of Knowledge 1/2 Wizard can cast spells for no power cost. On 1 or 2 the potion's effects have worn off. On further roll of a 1, the wizard goes stupid for rest of the game. One Use Only.
Skaven Warpscroll 1/2 May be cast on an enemy unit within 24" for S3 hits on each model. Causes Panic test. Skaven Only. One Use Only.
Spell Familiar 1/2 The wizard may draw 1 extra spell at the start of the battle, wich he may use as long as the familiar is in base contact with him. If the Familiar is removed, the wizard loses his extra spell. 
 

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Staff of Damnation 1/2 The bearer can cast the staff's spell in his magic phase. Each friendly unit of Skeletons, Zombies, Mummies, Wights, Wraiths and Skeleton Horsemen within 36" of the caster may take one of the following actions: charge, march move, fight a round of hand-to-hand combat, shoot missile weapons. Roll a D6 each time the Staff is used it is exhausted on a D6 roll of 1 or 2. Necromancer, Liche or Vampire Only.
Staff of Flaming Death 1/2 Casts Flaming Skull spell once per magic phase. Range 24" strikes first model/unit in its path dor D3 S4 hits. Units that takes 1 or more casualties must take Panic test or flee. Note That Line of Sight is Required for This Spell.
Staff of Lighting Bearer can cast the spell in his magic phase. The staff fires a lighting bolt at the first enemy model in its path within 24". The victom sustains D3 S 6 hits, no armour saves allowed. After each use, roll a D6 Staff is exhausted on 1 or 2. Line of sigh is required for this spell.
Staff of Osiris 1/2 Bearer can cast once per magic phases. Bolt of energy flies 18" in a stait line from the caster. The first in its path takes 1 S6 hits for D3 wounds, no armour saves allowed. If the victom is killed, the bolt strikes the next model in its path (like a Bolt Thrower). It will continue to do this until it fails to kill a target or reaches the end of it's rane. Roll a D6 each time the staff is used it is exhausted on a 1 or 2. (Note that the Staff of Osiris is carries by the Undead specal character Settra, who can use it even though he isn't a wizard.) Line of Sight is Required for This Spell
Wand of Jet Reduces cost of casting spell by 1 power point. Spells of 1 power point can be cast for free. Wand exausted on a D6 roll of 1 or 2.
Warpstorm Scroll Bearer can cast spell in his magic phase. All creatures 'flying high' suffer D6 S6 hhits, and are forced down to earth, reentering the table on thier own side's table edge in thier following turn. One Use Only. Skaven Wizards Only.
Skull Wand of Kaloth Can be used to attack a close combat opponent. On a successful hand-to-hand hit, victim must test against Ld or be killed. If he passes the test, roll to wound as normal. Note that a victim who is automatically killed cannot save wounds and so armour saves/wards are all useless. Wizards Only.
Chalice of Sorcery 1/2 At the start of his magic phase, bearer may take 1 extra magic card from the winds of magic. When he does so roll a D6. On a 1 he suffers 1 wound, no armour saves allowed. Wizards Only.
Chalice of Chaos 1/2 The bearer may drink from the Chalice at the start of his magic phase. Roll a D6: 1 - Turneed to Chaos Spawn; 2-3 - Enemy recives 1 less Winds of Magic card when they are dealt; 4-5 - The bearer recives 1 extra Winds of Magic card when they are delt; 6 - End the magic phase if you wish. Chaos Sorcerer or Beastman Shaman Only.
Golden Eye of Tzeentch 1/2 Enemy models in base contact with the sorcer must take Ld test or be transfixed and unable to fight. While transfixed, attacks hit the model automatical. Chaso Sorcers of Tzeentxh Only.
Seer Stone 1/2 Each extra power card expended extends spell range by D6". Skaven Wizards Only.
Skull of Katam The Sorcerer may cast spells with 1 point less power. A spell requireing 1 power may be cast for free. After each use bearer must take a Ld. test. If he succeeds he loses -1 Ld. If he fails he goes insane and is removed as a casualty. Chaos Sorcers Only.
Skull Staff Enemy model within 12" of the bearer in bearer's magic phase must reveal all its magic items. Bearer +1 bounus to dispel enemy spells with a counter magic card. 
Power Familiar 1/2 The wizard may store 1 extra magic card in the Familiar from turn to turn. If the Familiar is killed while holding a card it explodes causing a S4 hit on all modeels in base contact. 

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Power Scroll Will power one spell for free. One Use Only.
Amulet of Zapati 1/2 Spell cast at the bearer or unit he is with dispelled on 3+. If enemy spell is dispelled, bearer may cast one of his own for free that had a power level no greater than the enemy spell. Immediatly afterwards, the magic phase is ended. Lizardman Slaan Mage Only.
Crystal of Malfleur After the winds of magic cards are dealt, both sided roll D6. If the Crystal bearer rolls highest he can see all the enemy's winds of magic cards. If the rolls are equal, the crystal bearer can see all but one of the enemy player's cards. Bretonnia Only.
Dispell Magic Scroll May be used to dispell enemy spell as it is being cast. It will not dispell a spell cast with  Total Power. One Use Only.
Rod of Power Can stroe up to 3 extra magic cards from tur to turn. Roll a D6 at the start of the bearer's magic phase. Unless you roll more than the number of cards retianed all the magic has leaked away and the cards must be returned to the deck.
Storm-Deamon Bearer +1S bounus. Wielded with 2 hands. Bearer may not carry a magic weapon at the same time. Can unleash bound spell vs enemy within 24". Enemy unit suffers D6 S5 hits, no armour saves allowed. Exhausted on 1 or 2. Line os sight is required for this spell. Skaven Warlock Engineers Only.
Warrior Familiar If its master is attacked, the familiar will interpose itself between him and his attackers, who must ten fight the Familiar. Familiars always attack first. 

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Chaos and Demonic Rewards
Coming some time


Dwarf Runes



Weapon Runes

M=Movement WS=Weapon Skill BS=Ballistic Skill S=Strength T=Toughness W=Wounds I=Initiative A=Attacks Ld=Leadership
Master Rune of Banshment   If the weapon inflicts a single wound on any Undead, and if the wound in not unsaved, then the creature is slain outright.
Master Rune of Daemon Slaying   If the weapon inflicts a wound on a Daemon, and that wound is not saved, the Deamon is slain outright.
Master Rune of Death   If an enemy suffers even 1 wound from this weapon he is automatically killed, regardless of how many wounds he may be able to sustain. Roll to hit and wound as normal and may make any permitted save. If at least 1 wound is inflicted the enemy is killed.
Master Rune of Dragon Slaying   If the wound inflicts a single wound on a dragon, and that wound is not saved, than the dragon is slain outright. 
Skalf Blackhammer's Master Rune   Any weapon bearing this rune will automatically wound if it hits. Roll to hit as normal. If a hit is scored no roll to wound is required.
Snorri Spangelhelm's Master Rune   Any blows struck by a weapon engraved with this rune will always hit. No roll to hit is neccessary. 
Rune of Smiting   A weapon engraved with the Rune of Smiting causses not 1 wound but D6 wounds when it wounds its target. Roll to hit and wound as noramal. If the target is wounded then roll a further D6 to establish how many wounds are inflicted. Seperate saving throws must be made for each wound suffered. Bear in mind that each attack can only be directly against one enemy model, so all D6 wounds from that blow will be suffered by one model and any excess wounds are effectivly wasted.
Alaric the Mad's Master Rune   This rune cancels an opponent's armour saving throw. When wounded by this weapon the target is not allowed an armour saving throw of any kind. This rune effective against ordinary and magic armour.
Master Rune of Flight   This rune may only be inscribed onto a hammer. The wielder may throw the hammer in the shooting phase. The hammer may be thrown uo to 12" at any enemy model within range. The target model is automatical hit once as if struck by the wielder, then the hammer flies back into the wielder's hand.
Rune of Might   The wielder of this weaponmay double his strength, when attacking creatures with T greater than his own. Th rune has no effect against other targets. If engraved twice it is quadrupled. THe maximum S value that can be attained is 10.
Curse Rune   If an enemy is struck by this weapon roll a D6: 1-2 - no effect; 3-4- enemy model loses -1 S; 5-6 - enemy model loses -1 T. These penalties apply for the rest of the game. If you have more that one Curse rune on your weapon than do not roll each time for each rune. It is not possible to reduce an enemy's S or T to below 1.
Master Rune of Swiftness   A weapon engraved with this rune always strikes first. On situations where both sided are entitled to strike first, the highest I value has priortiy over the lower value. If I are =, both sides roll a D6 and the highest score strikes first.
Rune of Breaking   If the wielder of this weapon sucessfully hits a character carring a magic weapon then both sides roll a D6. If the wielder rolls higheest the enemy's magic weapon is broken, its power is negated by the rune and rendered useless. Make this test as soon as the hit is scored, then go on to work out wounds and saves as normal.
Rune of Fate   This rune affects only the first enemy charactr model struck by the weapon during the battle. All wounds inflicted on the character by the weapon are doubled - i.e. for each wounded inflicted the target suffers 2 wounds. Take saving throws after doubling wounds, so the foe has a chance to save each wound inflicted. This bounus applies to all futher attacks made by the weapon against that enemy model for the rest of the game. If this rune is enscribed twice wounds are tripled; if enscribe three times wounds are quadrupled.
Rune of Cleaving   The wielder of this weapon add +1 to his S
Rune of Fury   The wielder of this weapon adds +1 to his A
Rune of Parrying   This rune cancels out one enemy attack in hand-to-hand combat - th weapon parries the attack automatically. The rune cancels out only one attack regardless of how many enemy may be fighting the wielders weapon. The player may choose wich attack he parries.
Rune of Striking   The wielder of this weapon adds +1 to his WS
Rune of Cutting   An enemy struck by this weapon must take any saving throw with an additional -1 saving modifier. 
Rune of Fire   The weapon burst into flame as it is withdrawn from its scabbard. Fire can cause extra damage on some targets (such as Treemen).

Armour Runes

M=Movement WS=Weapon Skill BS=Ballistic Skill S=Strength T=Toughness W=Wounds I=Initiative A=Attacks Ld=Leadership
Master Rune of Gromril   A character wearing armour enscribed with this rune as a T value of 10. This rune cannot be combined with any other armour rune.
Master Rune of Adamant   This rune adds +2 to the armour save of the character. This rune can be combined with a  Rune of Stone to give a +3 save. It is possible that this may required dice roll to a negitive number, in which case only attacks with a high saving throw modifiers can harm the character.
Rune of Fortitude   This rune adds +1 to the W of the character
Rune of Iron   This rune adds +1 to the T of the character
Rune of Resistacne   This rune allows the character to re-roll any failed armour saving throws. The re-roll saves on a D6 roll of a 4+ and no modifiers apply.
Rune of Spell Eating   Any spell cast specifically at the bearer of this rune is automatical dispelled with no effect. When this happens roll a D6 and subtract the dispelled spell's power. If the results is 1 or less than the rune is overloaded and may not be used again for the rest of the game. 
Rune of Stone   This rune adds +1 to the character's armour save. The Rune of Stone is an exception to the normal rule which forbids the same combination of runes to be used on several items, so a single Rune of Stone may be enscribed onto any character's armour. The rune of Stone cannot be used more than once on the same item.


Runes of Protection

M=Movement WS=Weapon Skill BS=Ballistic Skill S=Strength T=Toughness W=Wounds I=Initiative A=Attacks Ld=Leadership
Master Rune of Valaya   This rune will dispe any enemy spell cast any where on the battlefield on a D6 roll of 4+. Any spell which remains in play is disspelled automatically at the end of the magic phase if the target it affects or its templates are within 12" of the standard.
Master Rune of Groth One-Eye   All units within 12" may take any phycology or break tests with an unmodified Ld. value of 10. In han-to-hand combat Break tests are always taken at a value of 10 even if combat results bounuses would otherwise reduce the value to less.
Master Ruen of Stromni Redbeard   The standard adds a further +1 to the combat results of all units within 12" of the battle standard.
Rune of Courage   The unit is immunr to Panic, Fear, Terror, and Stupidity. The unit never takes a Break test and cannot be routed from hand-to-hand combat.
Rune of Fear   The unit causes Fear, and is not affected by fear itself.
Rune of Slowness   Any foe charaging the unit subtracts D6" from his charage distance. If he fails to make contact then all the usual rules for failed charges apply. If multiples of this rune are used the charge reduction is not added up, instead roll a D6 for each rune and choose the best score.
Rune of Warding   This rune dispells any spell targeted at the unit on a D6 roll of 4+. One attempt may be made against 
Rune of Battle   The unit adds a further +1 to its combat result score.  If two Runes of Battle are enscribed they add +2, if three +3.

Engineering Runes

M=Movement WS=Weapon Skill BS=Ballistic Skill S=Strength T=Toughness W=Wounds I=Initiative A=Attacks Ld=Leadership
Rune of Accuracy   This rune may only be placed on a stone thrower. The Dwarf player may re-roll the scatter dices if he wishes, enabling the machine to shoot more accuretly. You must abide by the result of the second roll. 
Rune of Disguise   Unitll it shoots, the machine cannot be seen, and cannot therefore be shot at or charged. Once the machine has shot/fired its position is revealed and it can be seen and shot at or charged as normal.
Rune or Forging    This rune can only be enscribed on a cannon. It enables the dwarf player to re-roll te atillery dice when he rolls a misfire result. You are bound by the second dice roll even if this is another misfire. 
Rune of Fortune   If a machine has the Rune of Fortune the player may re-roll a dice rolled against its misfire chart. You must accept the result of the second roll. 
Rune of Immolation   This rune was devisded to stop machines faling into enemy hands. The Dwarf player can cause the machine to explode at any time. If the machine exploded it is destroyed and all models with in 3" suffer a S6 hit. Any models which suffer damage as a result sustain not 1 W but D3 W. This rune can only be used on static war machine such as cannons, stone throwers and bolt throwers.
Rune of Penetrating   The S of any hit from the war machine is increased by +1. The S of these hits cannot be increased beyond 10.
Rune of Seeking   This rune may be inscribed on a bolth thrower and enables the weapon to be used against flying high creatures by magically directing the bolts to their target. A target which is flying high is assumed to be at the weapons maximum range for purposes of hitting. 
Rune of Burning   Any ammuition shot by the machine burst into flames as it hits its target. Some creatures are particularly vunerable to fire and take more damage from it. (Treemen, for example)

Talismanic Runes

M=Movement WS=Weapon Skill BS=Ballistic Skill S=Strength T=Toughness W=Wounds I=Initiative A=Attacks Ld=Leadership
Master Rune of Kingship   This rune may only be engraved on the crown of a Dwarf king. The unit led by the king is immune to fear and terror. For the unit led by the king, Break tests are always taken on an unmodified Ld. value of 10. This is never reduced regardless of the combat results or magic, so the number to be tested against is always 10 on 2D6.
Master Rune of Dismay   This rune can only be enscribed on a warhorn. The horn may be sounded once per battle at the end of the Dwarf player's turn.  Every unit on the field must test against thier leadership in the same way as for psychology. If they fail they are so dismayed that they may not move or charge in thier following turn. 
Master Rune of Spite   This rune turs an attacker's blows against himself. Every time the model suffers a wound in hand-to-hand combat roll a D6. On a resul of 4+ the wound is taken by the enemy who inflicted it instead.
Rune of Spellbreaking   Only Runesmiths can use this rune. It may only be used once per battle, and will stop enemy magic instantly. The rune may be played to automaticaly dispel one enemy spell - there is no need to roll.
 Rune of Luck   This rune allows its bearer to re-roll any dice roll once during the game. The rune only works once, after which it is useless. 
Rune of Passage   The character and any unit with him may move through woods or other difficult or very difficult terrain with no movement penalty. Note - the Rune of Passage cannot be used in conjunction with a march move. 
Rune of the Furnace   The bearer of this rune is immune to fire, heat and flame. He cannot be effected by fire attacks, magical fire or the flames of a Skaven warpfire thrower. 

Knightly Virtues

M=Movement WS=Weapon Skill BS=Ballistic Skill S=Strength T=Toughness W=Wounds I=Initiative A=Attacks Ld=Leadership
Knight's Virtue   The unit will ignore fleeing friens if they are not Bretonnian Knights. No panic test is required because friends break from combat, or if they flee past, or if they are distroyed. No panic test are taken on account of such troops. 
Questing Virtue   The unit never needs test for panic from any source whatsoever. The knights are unaffected by the panic rules.
Grail Virtue   The unit never needs test for any of the pschology rules, whether panic, fear, terror, or whatever. The Knights are unnaffected by any psychology.
Virtue of the Joust   When charging with a lance the knights automatically hits his enemy. No dice are rolled - all attacks will hit. 
Virtue of Purity   A Spell cast upon the Knight or unit he is with is dispelled on the D6 roll of a 4+. This is a natural dispell on account of the Knights Extreal piety.
Virtue of Knightly Temper   When the Knight is fighting he earns an additional attack for each of his original attacks that scores a hit.  Roll to hit as normal, then roll one more attack for each hit alread scored, after which proceed to work out wounds as normal. For example a Knight with 3 attacks might hit twice entitling him to a furth 2 attacks, which might score 1 more hit making 3 in total.  If a Knight's origional attacks hit automatticaly, if he has a magic weapon which automaticlyy hits for example. then he must still roll to hit with any additional attacks from the Virtue of Knightly Temper. A knight does not recive a further round of automatic hits.
Virtue of the Impeous Knight   The knight and any unit he is with may add +D6" to its move when charging. Roll whis dice before moving the charging unit.
Virtue of Valour   If fighting an enemy with a higher S characteristic than himself, the knigh may re-roll any ailed to hit rolls. He can only re-roll his failed attacks once, and may not re-roll a failed second chance, even if he has other magic items that entitle him to re-roll.
Virtue of Discipline   The Knighe or a unit he is with can re-roll any failed Ld. based test. Note that only a single re-roll is allowed, a unit cannot re-roll a failed re-roll, even if it has a magic item or other circumstances that would normally permit a re-roll.
Virtue of Devotion    The Knigh is compleat immune to hostile magic spells. A spell simply does not affect him. Note that the spell is not dispelled as such and can affact other troops even though the knight remains unharmed.
Virtue of Nobal Disdain   The Knight hates all enemies armed with shooting weapons as well as all enemy war machines. See the psychology section of the Warhammer rulebook for the rules for Hatred.
Virtue of Knightly Ardour   The knight and unit he is with will respond to charge by counterchargeing. The unit is moved 4" towards the enemy, and enemy charges as normal. Both units count as charging in the first turn, and models with the highest I will strike first.Note that it is only possible to sountercharge against an enemy charging the unit front. An enemy charging in the side or rear cannot be countercharged. 

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