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 |
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 |
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. |
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 |
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.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
4 |
3 |
3 |
2 |
3 |
1 |
4 |
1 |
8 |
Chaos Sorcerers Only. |
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.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
4 |
3 |
3 |
2 |
3 |
1 |
4 |
1 |
8 |
|
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.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
4 |
3 |
3 |
2 |
3 |
1 |
4 |
1 |
8 |
|
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.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
4 |
5 |
0 |
4 |
4 |
1 |
6 |
2 |
10 |
|
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). |
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. |