| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical Attacks |
Goblin Bosses and Night Goblin Bosses only. If the wielder of this weapon is engaged with an enemy’s flank arc, it may re-roll any failed rolls To Wound. If the wielder of this weapon is engaged with an enemy’s rear arc, it may re-roll any failed rolls To Hit and To Wound.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Extra Attacks (+D6), Magical Attacks, Requires Two Hands, Strike Last |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | - | Extra Attacks (+1), Impetuous, Magical Attacks |
The wielder of the Berserker Blade is Impetuous.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Killing Blow, Magical Attacks, Requires Two Hands, Strikes Last |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Armour Bane (1), Magical Attacks |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical Attacks |
The Blade of Antarhak may only be taken by models in a Nehekharan Royal Host, Army of Infamy. For each Wound an enemy unit loses as a result of an attack made with the Blade of Antarhak, its wielder immediately recovers a single lost Wound.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Hatred (Undead models), Magical Attacks |
The Blade of Silvered Steel may only be taken by a model in a Knightly Order Army of Infamy. Undead models cannot make Armour or Regeneration saves against a wound caused by this weapon.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Flaming Attacks, Magical Attacks |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Extra Attacks (+D6), Magical Attacks |
If a natural 6 is rolled for the Extra Attack (+D6) special rule, the wielder of the Cackling Blade immediatly lose a single Wound.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Armour Bane (1), Magical Attacks |
The Chieftain's Blade may only be taken by a model in a Wolves of the Sea Army of Infamy. Whilst engaged in a challenge, the wielder has a +1 modifier to their rolls To Hit.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | - | Armour Bane (1), Magical Attacks |
The wielder of Da Akrit Axe may re-roll any failed rolls To Hit made whilst using it. However, this weapon’s Strength modifier applies only against enemy models the wielder charged this turn.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -3 | Magical Attacks |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Magical Attacks |
For each Wound an enemy loses as a result of an attack made with the Dagger of the Dark Pantheon, its wielder may apply a +1 modifier to their next Casting or Dispel roll.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Killing Blow, Magical Attacks, Requires Two Hands, Strike Last |
Rather than attacking normally, the wielder of the Destroyer of Eternities may choose to make a special ‘Scything’ attack. If they do, the enemy unit they are directing their attacks against suffers D6 automatic hits, each resolved using the Destroyer of Eternities’ profile.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Magical Attacks, Monster Slayer |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Extra Attacks (+2), Magical Attacks, Requires Two Hands |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+3 | -1 | Magical Attacks, Multiple Wounds (2), Requires Two Hands |
The Flail of Skulls Strength modifier applies only against enemy models the wielder charged this turn.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | - | Magical Attacks |
Any enemy model that suffers one or more unsaved wounds from the Foebreaker must immediately make a Toughness test. If the test is failed, the wounded model suffers a -1 modifier to its Weapon Skill and Attacks characteristics (to a minimum of 1) until the end of the next Combat phase.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -3 | Magical Attacks, Multiple Wounds (2), Requires Two Hands |
The Frontier Axe may only be taken by a model in a Bretonnian Exiles Army of Infamy.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | - | Armour Bane (2), Magical Attacks, Multiple Wounds (2) |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Magical Attacks, Requires Two Hands, Strike Last |
Models hit by the Hammer of Righteousness must make a Leadership test for each hit suffered. If the test is failed, the hit wounds automatically and no Armour save is allowed (Regeneration and Ward saves may be taken as normal). If the test is passed, rolls To Wound and Armour saves are made as normal.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Killing Blow, Magical Attacks, Requires Two Hands |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+3 | -3 | Magical Attacks |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Armour Bane (3), Flaming Attacks, Magical Attacks |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -2 | Magical Attacks, Requires Two Hands |
The wielder of this weapon has a +1 modifier to its Weapon Skill and Initiative characteristics.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -3 | Magical Attacks, Requires Two Hands |
When making a roll To Wound with this weapon, a roll of 3+ is always a success, regardless of the target's Toughness
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | +1 | -1 | [Magical Attacks |
Any magic weapon carried by an enemy model that suffer one or more unsaved wounds from the Morning Star of Fracasse is destroyed and cannot be used for the reminder of the game.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -1 | Armour Bane (1), Killing Blow, Magical Attacks, Requires Two Hands, Strikes Last |
The Obsidian Dread-glaive may only be taken by a model in a Heralds of Darkness Army of Infamy
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Armour Bane (1), Magical Attacks, Multiple Wounds (D3) |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Extra Attacks (D3), Magical Attacks, Requires Two Hands |
The wielder of the Pearl Daggers may re-roll any failed rolls To Hit during the combat phase.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Magical Attacks, Requires Two Hands |
Models whose troop type is ‘infantry’ only. Phakth’s Blades of Justice grant the wielder +1 Attack for each rank an enemy unit the wielder is engaged with has.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | +1 | -1 | Armour Bane (1), Magical Attacks |
Models whose troop type is 'cavalry', 'monster' or 'chariot' only.This weapon’s Strength and Armour Piercing modifiers apply only during a turn in which the wielder charged. In addition, during a turn in which the wielder charged, Porko's Pigstikka grants them +1 Attack for each rank the enemy unit has.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Magical Attacks, Magic Resistance (-2) |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -1 | Magical Attacks, Requires Two Hands |
The Staff of Aeons may only be taken by a Liche Priest in a Mortuary Cult Army of Infamy. Any model that is hit by one or more close combat attacks made using this weapon suffers a -1 modifier to its armour value for the remainder of the game.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 30" | 5 | -1 | Armour Bane (2), Magical Attacks, Multiple Wound (2) |
The Sword of Sorrow is a missile weapon; it cannot be used in combat. No Ward or Regeneration saves are permitted against wounds caused by the Sword of Sorrow.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -1 | Armour Bane (1), Immune to Psychology, Magical Attacks, Requires Two Hands |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Armour Bane (1), Extra Attacks (+1), Magical Attacks |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Magical Attacks, Monster Slayer |
When making a roll To Wound for a hit caused with the Sword of Heroes, a roll of 5+ is always a success, regardless of the target’s Toughness.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical Attacks |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Magical Attacks |
During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | - | Magical Attacks, Strike First |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical Attacks, Strike First |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Magical Attacks, Multiple Wounds (2), Requires Two Hands, Strike Last |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Extra Attacks (1), Magical Attacks |
Models whose troop type is 'infantry' only. During the command sub-phase of their turn, the wielder of the Taskmaster's Scourge may attempt to urge those around them into battle with a lash of their whip by making a Leadership test (using their own Leadership). If the test is passed, until your next Start of Turn sub-phase, this character and any unit they have joined gains a +D3 modifier to their Movement characteristic (to a maximum of 10).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -2 | Killing Blow, Magical Attacks, Requires Two Hands, Strike Last |
Whilst engaged on a challenge, the bearer of the Conqueror’s Blade strike a Killing Blow if they roll a natural 5 or 6 when making a To Wound roll, rather than the usual 6. In addition, should the wielder slay the enemy General in a challenge, you win a bonus of 100 Victory Points at the end of the game.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 36" | 5 | -2 | Armour Bane (1), Multiple Wounds (D3) |
Von Trickschotte's Wondrous Arquebus may only be taken by a model in a City-state of Nuln Army of Infamy. The wiedler of this weapon does not suffer the usual -1 modifier for shooting at Long Range.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | 10 | -3 | Magical Attacks, Strike First |
Goblin and Night Goblin Bosses only. Single use. Once per game, during the first round of combat, the wielder of this weapon can use it with this profile. At all other times, this weapon counts as a hand weapon with the Magical Attacks special rule.
Models with the Grail Vow whose troop type is ‘infantry’ or ‘cavalry’ only. The Anointed Armour is a suit of heavy armour. In addition, as long as the wearer has the Blessing of the Lady, they are immune to the Killing Blow and Multiple Wounds (X) special rules. If the wearer suffers an unsaved wound from an attack with either of these special rules, they lose a single Wound. Should the wearer ever lose the Blessing of the Lady, this effect is lost.
The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
The Armour of meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.
The Armour of Mork is a suit of heavy armour. In addition, its wearer has Magic Resistance (-2).
The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.
The Armour of the Ages is a suit of light armour. In addition, enemy models must re-roll successful rolls To Wound made against the wearer. Models whose troop type is ‘infantry’, ‘cavalry’ or ‘chariot’ only.
Models whose troop type is ‘infantry’ or ‘cavalry’ only. May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.
The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+. Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
Models whose troop type is 'infantry' or 'cavalry' only. The Daemonic Platemail is a suit of full plate armour. In addition, it's wearer improves their Toughness and Initiative characteristics by 1.
Black Orc Bosses and Orc Bosses whose troop type is ‘infantry’, ‘cavalry’ or ‘chariot’ only. The Dead ’Ard Armour is a suit of full plate armour. In addition, its wearer improves their Toughness characteristic by 1.
The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
Full Plate Chaos Armour is a suit of full plate armour. It may be purchased and worn by a Wizard, even if they do not have the option to be equipped with armour, a shield, or barding, without penalty. In addition, the wearer of Chaos Armour has a 5+ Ward save against any wounds suffered.
The Gilded Cuirass is a suit of heavy armour. In addition, its wearer has the [Regeneration (5+)] special rule.
The Glittering Scales is a suit of light armour. In addition once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.
May be worn with other armour. The wearer of the Gromil Great Helm improves their armour value by 1 (to a maximum of 2+). In addition, the wearer may re-roll any roll of a natural 1 made when making an Armour Save roll.
Heavy Chaos Armour is a suit of heavy armour. It may be purchased and worn by a Wizard, even if they do not have the option to be equipped with armour, a shield, or barding, without penalty. In addition, the wearer of Chaos Armour has a 5+ Ward save against any wounds suffered.
The Ironspike Shield may only be taken by a model in a Bretonnian Exiles Army of Infamy. The Ironspike Shield is a shield. Whenever an opponent rolls a natural 1 To Hit or To Wound the wielder of the Ironspike Shield in combat, they immediately suffer a Strength 3 hit with an AP of -1.
Model whose troop type is 'infantry' only. The Levitating Shield is a shield. In addition, the bearer may use it alongside a weapon with the Requires Two Hands special rule during a combat.
The Mighty Serpent's Scalemail may only be taken by models in a Wolves of the Sea Army of Infamy. Mighty Serpent's Scalemail is a suit of heavy armour. In addition, its wearer gains the Strike First special rule.
The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward saved against any wounds suffered during the Shooting phase.
The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a magical Vortex, or and Assailment spell.
The Spiteful Shield is a shield. In addition, any enemy model that rolls a natural 1 when making a roll To Hit or To Wound against the wielder of the Spiteful Shield during the Combat phase immediately suffers a Strength 4 hit with an AP of -.
May be worn with other armour. The wearer of the Fur of Sharggu improves their armour value by 2 (to a maximum of 2+) against non magical shooting attacks.
Model whose troop type is 'infantry' only. The Trailblazer's Hauberk is a suit of heavy armour. In addition, its wearer gains the Move Through Cover and Scout special rules.
May be worn with other armour. The wearer of the Trollhide Trousers improves their armour value by 1 (to a maximum of 2+). In addition, their wearer has the Regeneration (5+) special rule.
The Warding Splint is a suit of heavy armour which may be purchased and worn by a Liche Priest, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
A unit carrying the Banner of Honourable Warfare must re-roll any failed rolls To Hit made during the first round of combat when engaged with an enemy equipped with any missile weapons.
Any enemy model that shoots at a unit carrying the Banner Of Swirling Wind suffer an additional -1 To Hit modifier
Models whose troop type is ‘infantry’ only. A unit carrying the Banner of the Desert Winds gains the [Vanguard] and [Reserve Move] special rules.
A unit carrying the Banner of the Lady’s Grace ignores all negative modifiers to its Leadership characteristic.
Model whose troop type is 'infantry' only. Should a unit carrying the Banner Of The Steadfast belong to the losing side of a Combat, it can Fall Back in Good Order even if the Unit Strength of the winning side is more than twice that of its own side.
A unit carrying the Banner of the Wildz gains the Move through Cover special rule.
Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Banner of Chalons.
A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.
The Banner of the Baying Hound may only be taken by a model in the Heralds of Darkness Army of Infamy. A unit carrying the Banner of Baying Hound gains the Vanguard special rule.
A unit carrying the Banner of the Dark Powers gains the Magic Resistance (-3) special rule.
Battle Standard Bearer belonging to the Order of the Knights Panther only. A unit carrying the Banner of the Knights Panther gains the Unbreakable special rule.
The Crusader’s Tapestry may only be taken by a model in an Errantry Crusade Army of Infamy. A unit carrying the Crusader’s Tapestry gains the Frenzy special rule.
A unit carrying Da Angry Ladz Flag gains the Frenzy special rule.
When a unit carrying Da Banner of Da Nomadz makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
All models in a unit carrying Da Banner of Butchery have a +1 modifier to their Strength characteristic during a turn in which they charge.
A unit carrying Da Spider Banner gains the Poisoned Attacks special rule. If the unit already has the Poisoned Attacks special rule, then their attacks will wound automatically on a roll of a natural 5 or 6 To Hit, rather than the usual 6.
A unit carrying the Guff's Windy Banner may re-roll any failed Panic test.
Any enemy model that targets a unit carrying the Icon of Darkness during the Shooting phase suffers an additional -1 To Hit modifier.
A unit carrying the Icon of Morr gains the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule.
Unless making a charge move, a unit carrying the Icon of Rakaph may perform a single free reform at any point during its movement.
A unit carrying the Icon of the Sacred Eye has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10).
Any enemy model that targets a unit carrying the Mirage Banner during the Shooting phase suffers an additional -1 To Hit modifier.
Enemy units may not make Stomp attacks against a unit carrying the Monster Hunter's Tapestry
When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.
A unit carrying the Razor Standard gains the Armour Bane (2) special rule.
The Royal Standard of Settra may only be taken in a muster list that includes Settra the Imperishable and /or Nekaph Emissary of Settra. A unit carrying the Royal Standard of Settra gains the [Hatred] (enemy characters) and [Terror] special rules.
The Sea Raider's Crest may only be taken by a model in a Wolves of the Sea Army of Infamy. A unit carrying the Sea Raider's Crest gains the Fear special rule. If the unit already has the Fear special rule, it gains the Terror special rule.
All enemy units within 6’’ of the model carrying the Sigil of Centuries suffers a -1 modifier to their Initiative characteristic (to a minimum of 1).
Battle Standard Bearer only. At the end of any phase in which one or more models in a unit joined by the bearer of the Standard of the Cursing World lost its last Wound to an enemy attack, the unit that made the attack must make a Leadership test. If this test is failed, the enemy unit suffers D3 Strength 2 hits, each with an Ap of -, for each model that lost its last Wound.
Any enemy standard captured by a unit carrying the Tapestry of Conquered Lands is worth 100 Victory Points as a trophy of war.
A unit carrying the Tapestry of Sigmar's Triumph may re-roll any rolls To Wound of a natural 1 during the first round of a combat.
The Banner of the Free State of Nuln may only be taken by a model in the City-state of Nuln Army of Infamy. A unit carrying the The Banner of the Free State of Nuln gains the Stubborn special rule.
A unit carrying the Big Red Raggedy Flag has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10). In addition, whilst calculating its combat result, the unit may count an additional bonus of +1 combat result point.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
During a turn in which it charged, models within a unit carrying the Totem of Wrath improve the Armour Piercing characteristic of their weapons by 1, and may re-roll any rolls To Wound of a natural 1.
A unit carrying the Waaagh! Banner increases its maximum possible charge range by 3" and when it makes a Charge roll may apply a +D3 modifier to the result.
When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.
An ’Eadbuttin’ ’At gives its wearer the Impact Hits (1) special rule. This Impact Hit has an Armour Piercing characteristic of -2.
If the wearer of the Antlers of the Great Hunt is mounted on a Barded Warhorse or a Warhorse, they and any unit they join gains the [Move Through Cover] special rule.
Single Use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of the Arch-Lightning Rod may attempt to use it by making a Leadership test (using their own, unmodified Leadership). If the test is passed, until your next Start of Turn sub-phase enemy units cannot use the Fly (X) special rule.
Single Use. The bearer of the Becalming Orb may cast the following Bound spell, with a Power level of 1:
During the Command sub-phase of their turn, a character wearing the Big Boss ’At that is not engaged in combat may treat their comrades to some inspiring words by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Unbreakable special rule.
Models whose troop type is 'infantry' only. Instead of attacking normally, the bearer of the Bloodskull Pendant may choose to inflict a single Strength 8 hit on every enemy model it is in base contact with, each with an AP of -1. These hits have the Killing Blow special rule.
Models whose troop type is ‘infantry’ only. The wearer of the Cloak of the Dunes gains the [Fly (9)] special rule. In addition, any enemy unit the wearer moves over during the Remaining Moves sub-phase suffers D6 Strength 2 hits, each with an AP of -1.
The wearer of Da Thinkin’ Orc’s ’At improves their Initiative characteristic by 1. In addition, the wearer and any unit they have joined is not subject to the Impetuous special rule.
The wearer of the Death Mask of Kharnutt gains the [Terror] special rule.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of the Falcon-horn of Fredemund may attempt to use it by making a Leadership test (using their own unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase enemy units cannot use the [Fly] special rule.
Models whose troop type is 'regular infantry' or 'heavy infantry' only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.
Night Goblin characters only. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Fungus Wine to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Immune to Psychology special rule.
Challenges issued by the bearer of the Gauntlet of the Duel cannot be refused.
Black Orc Bosses, Orc Bosses, Goblin Bosses and Night Goblin Bosses only. All enemy units within 6" of the bearer of the Grisly Trophy Rack suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers 1D3 lost Wounds.
Models whose troop type is ‘chariot’ only. This model doubles its Unit Strength, from 3 to 6. In addition, any Impact Hits caused by this model have an Armour Piercing characteristic of -2 and the [Magical Attacks] special rule.
The bearer of the Necklace of Blessed Teef may re-roll any Armour Save roll, Ward Save roll or Regeneration Save roll of a natural 1.
Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
Single Use. During the Command sub-phase of their turn, the bearer of the Potion of Fervour can consume it. Until the end of that turn, the model has a +D3 modifier to its Attacks charateristic (to a maximum of 10). Note that a model can only consume a single potion (of any type) per Command phase.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).
The wielder of the Ring of Jet can cast the Unquiet Spirits spell from the Lore of Necromancy (see page 333 of the Warhammer: the Old World rulebook) as a Bound Spell, with a Power Level of 1.
The bearer of the Rod of the Damned may cast The Summoning spell from the Lore of Daemonology (see page 322 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 2.
The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 1.
A model carrying a Spirit Lantern causes Terror. In addition, a model carrying a Spirit Lantern may re-roll any rolls To Wound of a natural 1 against enemy models that are 'Daemonic' or 'Undead'.
When the bearer of the Seal of Parravon makes a roll To Hit, a roll of a 3+ is always a success, regardless of the target’s Weapon Skill.
The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing. However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.
A Wyrmbreath Vial may only be taken by a model in a Bretonnian Exiles Army of Infamy. Single Use. The Wyrmbreath Vial is a breath weapon with the following profile: ||||| |:--|:--|:--|:--| |R|S|AP|Special Rules| |N/A|4|-1|Breath Weapon, Flaming Attacks, Magical Attacks|
The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.
Once per turn, the bearer of the Buzgob’s Knobbly Staff may re-roll a Casting roll.
The bearer of the Curse-weaver Wand gains a +1 modifier to their Casting roll when attempting to cast a Hex spell.
The Diadem of Power may only be taken by a model in an Errantry Crusade Army of Infamy. When attempting to cast a Magical Vortex, Magic Missile or an Assailment spell, the bearer of the Diadem of Power gains a +1 modifier to their Casting roll.
Single use. A wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Enkhil’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, all ‘Remains in Play’ spells currently in play are dispelled, including spells cast by friendly Wizards.
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll 2D6. For each roll of a 4+, the casting Wizard loses a single Wound.
The Flamestrike Wand may only be taken by a model in a Bretonnian Exiles Army of Infamy. Single Use. The bearer of the Flamestrike Wand may cast the Fireball spell from the Lore of Battle Magic as a Bound spell with a Power Level of 3.
If the bearer (or their unit) is the target of an enemy spell, they may use the Glittering Wotnots instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 1-3, the Glittering Wotnots have no effect and the spell is cast as normal. On a roll of 4+, the spell is reflected back upon the caster and they (and their unit) become the target of the spell. The caster may make a Wizardly dispel attempt.
Rather than randomly generating the spells they know, and regardless of their Level of Wizardry, the bearer of the Grimoire of Ogvold knows all seven spells from their chosen Lore of Magic (including the signature spell). However, they can only cast a number of spells equal to their Level of Wizardy per turn.
Any enemy model that directs it attacks against the owner of a Guardian Feng Shi Bo during the combat phase suffers a -1 modifier to its rolls To Hit.
The bearer of the Heart of the Wilds may apply a +1 modifier to any of their Casting rolls whilst within any ‘natural’ terrain feature. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain. It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of a Hieratic Jar can release the power held within it. The bearer may attempt to resurrect the fallen by using the [Arise!] Special rule twice during this Command sub-phase (rather than the usual once).
The bearer of the Idol of Gork increases the range of all of their spells by 3". Additionally, once per turn, the bearer of the Idol of Gork may re-roll a Casting roll.
The bearer of the Idol of Mork increases their Dispel range by 3". Additionally, once per turn, when attempting a Wizardly dispel, the bearer of the Idol of Mork may re-roll the Dispel roll.
The owner of a Learned Feng Shi Bo knows one more spell (chosen in the usual way) than is normal for their level of Wizardry Note that this does not increase the Wizard Level.
The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore's signature spell).
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Phâzerakt’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, place a unit of 2D6+3 Summoned Skeleton Warriors on the battlefield anywhere completely within 12" of this model, but not within 1" of any enemy models: ||||||||||| |:--|:--|:--|:--|:--|:--|:--|:--|:--|:--| ||M|WS|BS|S|T|W|I|A|Ld|Points| |Skeleton Warrior|4|2|2|3|3|1|2|1|5|4| Troop Type: Regular infantry Base Size: 25 x 25 mm Unit Size: 2D6+3 Equipment: Hand weapons and shields Special Rules: Horde, Nehekharan Undead, Regeneration (6+), Skirmishers Note that Summoned Skeleton Warriors are not worth any Victory Points.
Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.
The bearer of the Prayer Icon of Quenelles increases their Dispel range by 3". Additionally, when attempting to dispel a Hex spell, the bearer of the Prayer Icon of Quenelles gains a +1 modifier to their Dispel roll.
Single use. The bearer of the Sacrament of the Lady may use it before making a Casting roll. If they do, they may apply a +2 modifier to that Casting roll. Note that this is a modifier to the result of a roll - it does not negate a roll of a natural double 1.
When using the From Beneath the Sands special rule a summoned unit can be placed on the battlefield anywhere completely within 18’’ of a Liche Priest wearing the Scarab Brooch, rather than the usual 12’’.
The bearer of the Sceptre of Power may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the bearer suffers a single Strength 10 hit with and AP of -3 after the effects of the roll have been resolved.
Once per turn, the bearer of the Scroll Of Disruption may re-roll a Dispel roll. Note that when this item is used, all dice are re-rolled, including any bonus or discard dice granted by special rules or magic items
Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard's Level of Wizardry on a single D6. Should they fail, the Wizard turn into a frog. Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army. On a roll of 4+, the Wizard returns to normal.
Single use. The bearer of the Silver Mirror may use it when attempting a Wizardly dispel. If they do so, roll and extra D6 when making the Dispel roll and discard the lowest result. Id a double 1 is rolled on any two of the dice rolled, the bearer is outclassed in the art and the dispel attempt fails. If the dispel attempt is successful, the spell is dispelled and the casting Wizard suffers a Strength 4 hit with an AP of -2.
0-1 per Wizard. The owner of a Spell Familiar knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry. Note that this does not increase the Wizard's Level.
The bearer of the Staff of Baduumm applies a +D3 modifier to the result of any Casting roll they make. However, if they roll a natural double 1 or double 6 when making a Casting roll, centre a 5" blast template over the bearer. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -1. The staff is then destroyed and cannot be used again.
During the Command sub-phase of their turn, the bearer of the Staff of Quietude can attempt to unleash its power by making a Leadership test. If this test is passed, all 'Remains in Play' spells currently in play, are dispelled, including spells cast by friendly models.
A Wizard may purchase up to three Tablets of Tahoth, each of which is single use. Before making a Casting roll, a Wizard may choose to use any number of their Tablets. For each Tablet used, you may apply a +1 modifier to the result of the Casting roll.
Once per turn, the bearer of the Tome of Spellcraft may re-roll a Casting roll. Note that when this item is used, all dice are re-rolled, including any bonus or discard dice granted by special rules or magic items
Models with the Mark of Chaos Undivided only. When generating their spells, the bearer of the Tome of the Dark Gods may discard any number of their randomly generated spells. For each spell they discard, they may select any spell from the Lore of Chaos as if they had the corresponding Mark of Chaos.
The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.
The bearer of the Amulet of the Serpent and any unit they have joined gains the [Poisoned Attacks] special rule.
Single use. When the wearer of the Collar of Shapesh loses their last Wound, roll a D6. On a roll of 4+, the Wound is not lost. Instead, a single friendly model within the wearer’s Command range is removed from play as a casualty.
The Crown of Jade gives its wearer a 4+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
The Crown of the Damned gives its wearer a 4+ Ward save against any wounds suffered. However, due to the wailing of the spirits trapped within the crown, its wearer is also subject to the Stupidity special rule.
The Crystal of Kunlan gives its bearer a 5+ Ward save against any wounds suffered. In addition, if a natural 6 is rolled when making the Ward save, every enemy model in base contact with the beater suffers a Strength 3 hit with an AP of -. These attacks have the Flaming Attacks special rule.
The bearer if the Dawnstone may re-roll any Armour Save roll of a natural 1.
Any model that directs its attacks against the bearer of the Effigy of Mork during the Combat phase suffers a -1 modifier to its rolls To Hit.
If the bearer (and any unit they have joined) is the target of an enemy spell, they may use the Glowy Green Amulet instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 2+, the spell is dispelled. However, if a 1 is rolled, the Glowy Green Amulet explodes. The amulet is destroyed and cannot be used again, and its bearer loses a single Wound. Note that the Glowy Green Amulet cannot be used against a perfect invocation.
Models with the Grail Vow only. Single use. When the wearer of the Grail Pendant loses their last Wound, roll a D6. On a roll of 2+, the Wound is not lost.
Model whose troop type is 'infantry' or 'cavalry' only. The bearer is immune to the Multiple Wounds (X) special rule. If the bearer is wounded by an attack with this special rule, they suffer a single wound
Models whose troop type is 'infantry' only. Any enemy model that make a successful roll To Hit against the Bearer of the Ironhide Talisman during the Shooting phase or Combat phase must re-roll any rolls To Wound of a natural 6. Note that this magic item does not work against attacks that hit automatically
Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
A Lucky Heirloom may only be taken by a model in a Bretonnian Exiles Army of Infamy. Once per round, the bearer of the Lucky Heirloom can re-roll a single failed roll To Hit or To Wound, or re-roll a failed Armour Save or Ward Save roll.
The bearer is immune to the [Poisoned Attacks] special rule. If the bearer is wounded by an attack with this special rule, the attacker must roll To Wound as normal.
A model may purchase up to three Obsidian Lodestones. A model that bears a single Obsidian Lodestone has magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has a Magic Resistance (-3).
Single use. The bearer of a Paymaster's Coin can re-roll any failed rolls To Hit made during the Combat phase.
The bearer of the Relic of the Desert Sun is not subject to the [Dry as Dust] or [Flammable] special rules.
Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
Models whose troop type is 'infantry' or 'cavalry' only. The bearer is immune to the [Multiple Wounds] special rule. If the bearer is wounded by an attack with this special rule, they suffer a single wound.
The bearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules.
The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
The bearer of the Talisman of the Carrion Crow has the Regeneration (5+) and Poisoned Attacks special rules.
The bearer of the Talisman of the Soaring Eagle has the Magic Resistance (-2) special rule. In addition, the bearer has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Magical Attacks special rule.
Any enemy ‘beast of burden’ that directs its attacks against the wearer of the Collar of Zorga or their unit during the Combat phase suffers a -1 modifier to its rolls To Hit. For the purposes of this rule, a beast of burden is the mount of any model whose troop type is ‘cavalry’, the beast(s) that draw any model whose troop type is ‘chariot’, and the mount of any mounted character whose troop type is ‘monster’.
Vampires only. Single use. When the wearer of the Von Carstein Ring loses their last Wound, roll a D6. On a roll of 2+, the Wound is not lost.