Then I found Nurgle's gift
beneath a stone
A daemon blade of unsurpassed rust
Its tarnish was wonderful to behold
And it slew well for Nurgle
Weapons Armour Bound
Items Wards Wizard Arcana Enchanted
Items Banners
Weapons Chaos Runeblade of Asmodeus the Vile: 110 pts. Few remember the first and most
infamous of Nurgle's sorcerers; fewer still how he cheated death for all eternity by
forging his soul into a Runeblade.
The wielder gains the spellcasting ability of a Sorcerer Champion of Nurgle, although his
stats do not change. For every 2 wounds inflicted by the sword, one Plaguebearer is
created. They must accompany the wielder.
Dagger of Shadows: 30 pts. Favoured by assassins, this ancient bloodstained dagger wreaths
its bearer in shadows, keeping him unnoticed until he strikes.
The wielder can not be shot at or charged until he enters hand to hand combat.
Plaguesword: 65 pts. Tempered in the pyre of thousands of lepers, quenched in pus, these
foul blades spread dread Nurgle's Rot to everything they touch.
Any models hit are slain on the roll of 4 or more on a D6; if the roll is a 1 the wielder
loses 1 point of toughness.
Saber of Carnage: 70 pts. A psychopathic serial killer once terrorized Bordeleaux for
nearly fifteen years; when he was finally caught he claimed to be possessed by a
"dark man" who dwelled inside the murder weapon.
The wielder gains frenzy, hates all enemies, and, when charging, causes fear.
Axe of Devilish Flight: 55 pts. This black-handled tomahawk soars through the air of its
own volition, always hungry for blood.
The wielder can throw this axe 9" in the shooting phase a number of times equal to
his A, at his S. They must all be directed at one target.
Armour Runic Chaos Armour: 12 pts. for regiments, 20 pts. for characters Legends tell of
a more powerful Chaos armour, granted to only the most favoured servants of the Dark Gods.
This Chaos armour grants the normal 4+ hand to hand combat save of Chaos armour, which can
be modified by a shield in the usual way. It also grants a 3+ save against missile
weapons, and 5+ against hostile magic. Runic Chaos Armour can only be taken by Chaos
Warrior Champions or units of Chaos Warriors led by them. Only one unit in your army can
have it.
Armour of Tzeentch: 45 pts. The wearer of this armor must be prepared to embrace change,
for Tzeentch's blessing is that it constantly mutates, from shawl to plate mail and
everything in between.
The save this armour grants varies from 6+ to 1+ (roll a D6 each turn.) It may not be used
with a shield. Only a Champion of Tzeentch can wear it.
Bound Items Chaos Portal: 250 pts. The standing stones that litter the Troll Country may have
a purpose after all...
This magical item may not be carried by a member of your army, but instead may be placed
anywhere on the table excluding your opponent's deployment zone. In any turn except your
first, the bound spell may be activated, summoning up to 250 pts. worth of daemons of one
Chaos God which may be deployed up to 8" from the portal. To represent it use a stone
circle as described in the Terrain Guide. If you don't have this superb book, tough luck,
use a tiddlywink. It may be used only once.
Mordor's Black Staff: 70 pts. Mordor the Everchanging Sorcerer of Tzeentch was quite
possibly the most devoted servant of Tzeentch ever, changing flesh to bone, buildings to
rubble, and cats to little puddles. He fell against Pazuzu the Chosen of Khorne thousands
of years ago in a battle of mutual destruction, but his raw evil survives inside his
mage's staff.
Once per magic phase the staff can release a magic spell: roll a d6 for which may be
released:
1-2 is Bolt of Change, 3 is Blue Fire, 4 is Pink Fire, 5 is Incandescent Assassin, 6 is
Tzeentch's Firestorm. Afterwards roll 2D6; on a 2 or 3 the staff is exhausted. On a 12 the
pure magic inside the staff backlashes and bestows a random Chaos Gift on the user, the
effects last until next magic phase. Only a Champion or Sorcerer of Tzeentch may use it.
Ring of Sensuality: 30 points Only bestowed to Slaanesh's most favoured servants, it can
produce images of extreme haunting beauty.
In the close combat phase, the ring's bound spell may be unleashed and all enemy wishing
to attack must pass a Ld test. It may be used three times a battle.
Wards Black Rock of Sauron Endwaith: 45 pts. This stone pulses with the power of primal
magic. Look at it closely and you may be driven insane.
The wielder has a 2+ special save. Whenever this save is used he must take a Ld test; if
this test is failed all his stats are reduced by 3 and the rock is temporarily exhausted.
Wizard Arcana Daemon Familiar: x pts. There are those sorcerers who court not just damnation
but oblivion, having their souls eaten by ravenous ones from beyond the warp.
Sorcerers may now have daemons for their familiars. A Nurgle sorcerer has a Beast of
Nurgle, a Tzeentchian has a Flamer, and those who follow Slaanesh are granted Fiends.
Beasts are 85 pts., Flamers are 65, and Fiends are 50. This daemon must always stay within
6" of the Sorcerer and otherwise acts as a sort of an independent model. It grants
the Sorcerer one extra spell which must be taken from their patron's spell deck and a
daemonic power: the slime trail for a Beast, the fire shooting for a Flamer, and the musk
for a Fiend (see the Chaos Army Book). The daemon is constantly straining for release and
in each Chaos magic phase the Sorcerer must test Ld or be overcome, and become Spawn. The
daemon will vanish back to the Warp rather pleased with itself.
All-Seeing Eye of Schralktu the Venomous: 10 pts.A Sorcerer must pluck out his own eye and
insert in its place this stone to truly see the unknown.
A Sorcerer bearing the Eye may see all the magical items of any character in base contact.
Spawnbomb: 100 pts. A small onyx orb, shining with an evil blue light. It has been called
the most dangerous item to ever be enchanted, and always reforms after use waiting to
bring doom again.
The Spawnbomb may be activated in the shooting phase. It flies 5D6" in a random
direction determined by Scatter dice and detonates, casting the spell "Chaos
Spawn" in a D8" radius. Magic saves are allowed but absolutely no dispels.
Enchanted ItemsManskin Drum: 55 pts.This ancient , weatherbeaten drum has the power to mesmerise
warriors and whip them into a frenzy. It is supposedly bound in the skin of Emperor Karl
Franz's firstborn son.
The Manskin Drum may be taken as a magic instrument for a unit, rather like a magic banner
but just for a musician. The drum allows the unit carrying it to triple their charge
movement instead of doubling it. It may not be taken by a mounted unit.
BannersNightgloom
Banner: 30 pts. This banner is little more than tattered scraps of cloth, but it exudes an
inky blackne ss and a malevolence all its own.
A unit carrying the Nightgloom Banner can only be hit on a 6 in its first turn of combat.