Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Type: Paired Weapons. The wielder has Weapon Skill 10.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Type: Longbow. The bearer may choose to replace its normal Shooting Attack with Multiple Shots (2D6), Strength 1, Poisoned Attacks. This special Shooting Attack cannot be combined with Fey Arrows.
Type: Spear. Attacks made with this weapon gain +1 Strength. If the bearer causes at least one unsaved wound with this weapon, the bearer and all R&F models in the bearer's unit gain Distracting until the end of the Close Combat Phase.
- models on foot only
Type: Great Weapon. Attacks made with this weapon gain Multiple Wounds (2).
Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Type: Heavy Armour. The wearer gains Distracting.
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Type: None. The wearer gains Innate Defence (5+).
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Type: None (6+ Armour Save). The wearer gains Fireborn.
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Type: None (6+ Armour Save). The wearer gains +1 Weapon Skill and +1 Attack until the end of the Combat Phase following after the model has successfully charged into combat.
The bearer gains a Ward Save (4+).
The bearer gains Magic Resistance (3).
The bearer gains a Regeneration (4+).
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
The bearer gains a Ward Save (5+).
The bearer gains Magic Resistance (2).
The bearer gains Fireborn.
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
The bearer gains a Ward Save (6+).
Neither the bearer nor anyone who attacks the bearer in Close Combat gains any Strength bonuses from either magical or mundane weapons.
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
The bearer's model gains Divine Attacks.
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
- models on foot only
One use only. If the bearer’s unit consists entirely of Infantry models, is unengaged and is entirely within a Forest Terrain Feature that doesn’t contain any enemy models, the unit may teleport to any other Forest Terrain Feature on the game board. This special movement is resolved at the end of the player’s Movement Phase. When teleporting, the unit must be placed entirely within the target Forest. It may appear in any legal formation but must follow the 1" Unit Spacing rule. The unit counts as having performed a March Move.
- models on foot only
One use only. The player may activate this item at the end of any friendly Movement Phase and place a Forest Terrain Feature in contact with the bearer and at least 1" away from any enemy units and other Terrain Features. The Forest may not be larger than 6" in diameter.
One use only. When this item is used, it is a Shooting
Weapon with the following profile: Range 30", Strength 4, Multiple Shots (3D6). If fired at Short Range, it gains Armour Piercing (1). Fey Arrows cannot be used in conjunction with Hail Shot.
- Blade Dancer Kindred only One use only.
The item may be activated when the bearer declares a charge. The target of the charge may only declare Hold as their Charge Reaction unless they are already fleeing. The enemy unit may still declare Charge Reactions as normal if it is subsequently charged by other units.
Infantry models in the bearer’s unit gain Fight in Extra Rank.
The bearer gains a +1 casting modifier to casting and dispel rolls.
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.