Ogre Blade
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.
R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)
A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.
R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks
Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.
R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands
A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.
R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer
A wide bladed axe, steeped in the blood of its countless helpless victims.
R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands
Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.
R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)
A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.
R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First
Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.
R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks
Bound around with powerful runes that increase its power and enhance the strength of its bearer.
R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks
The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.
R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.
Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.
R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks
This most deadly of blades is a prison for the essence of a powerful but treacherous Daemon. For all the might it grants its wielder, the Daemon within endlessly strives to be set free.
R S AP Special Rules Daemonsword Combat S+D3 -2 Extra Attacks (+D3), Magical Attacks, Strike First.
Notes: Every roll of a natural 1 made when rolling To Hit with this weapon results in a hit which must be resolved against the unit the wielder has joined, rather than the enemy. If the wielder has not joined a unit, this hit must be resolved against the wielder.
This evil blade was forged from black gromril by the thrice-cursed Dwarf Runesmith Grugni Ironheart, a secret pawn of the Chaos gods.
R S AP Special Rules Chaos Runesword Combat S+1 -1 Magical Attacks.
Notes: The wielder of the Chaos Runesword has a +1 modifier to their Weapon Skill and Initiative characteristics.
This heavy-headed and rust-encrusted mace endlessly oozes a necrotic slime which can sap the strength and vitality of the strongest warriors, causing even minor wounds to become debilitating.
R S AP Special Rules Filth Mace Combat S+1 -1 Magical Attacks.
Notes: Any enemy model that suffers one or more unsaved wounds from the Filth Mace must immediately make a Toughness test. If this test is failed, the wounded model suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) until the end of the turn.
Forged of magically resistant ores and carved with dire runes of spell warding, the Spellthieving Sword burns and blinds its victims, robbing them of their mage sight.
R S AP Special Rules Spellthieving Sword Combat S -1 Magical Attacks.
Notes: Any enemy Wizard that suffers one or more unsaved wounds from the Spellthieving Sword immediately forgets a single spell (determined at random) for the remainder of the game.
By drawing on the lifeforce of those slain with this wicked weapon, its wielder is able to channel the Winds of Magic far more recklessly.
R S AP Special Rules
Dagger Of The Dark Pantheon Combat S -2 Magical Attacks
Notes: For each Wound an enemy unit 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.
This devilish weapon is covered in barbed spines, whose bite drives the followers of Chaos into battle.
R S AP Special Rules
Taskmaster’s Scourge Combat S -1 Extra Attacks (1), Magical Attacks.
Notes: 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 gain a +D3 modifier to their Movement characteristic (to a maximum of 10).
The potent Armour of Destiny protects its wearer from all but the most grievous of harm.
The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.
A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.
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.
Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.
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.
Each and every scale of this armoured surcoat is crafted from shards of precious metal.
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.
A heavy shield of oak and iron that turns aside all but the most deadly of missiles.
The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.
The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.
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 an Assailment spell.
This heavy armour was forged of ore mined from a meteor that fell from the heavens.
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.
A finely crafted and sturdy shield that protects its bearer from harm time and time again.
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.
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
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.
This ornate suit of Chaos armour shimmers with the eldritch energies of the Chaos Wastes, distorting the wearer’s outline and clouding the minds of their foes.
The Armour of the Damned is a suit of full plate armour. In addition, during the Combat phase, enemy models must re- roll successful rolls To Hit made against the wearer.
The rich crimson metal of this armour flares into a storm of blood- coloured light when its wearer wills it, dazzling those who would strike a mortal blow.
Models whose troop type is ‘infantry’ or ‘cavalry’ only. The Crimson Armour of Dargan is a suit of heavy armour. In addition, the wearer is immune to the Multiple Wounds (X) special rule. If the wearer suffers an unsaved wound from an attack with this special rule, they lose a single Wound.
This infernal armour writhes with the leering and screeching faces of the daemonic spirits that infest it.
Models whose troop type is ‘infantry’ or ‘cavalry’ only.
The Daemonic Platemail is a suit of full plate armour. In addition, its wearer improves their Toughness and Initiative characteristics by 1.
The magic trapped within this semi-precious stone binds together shattered armour plates.
The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.
A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.
The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.
This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.
Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.
An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.
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 Magic Resistance (-3).
Can luck be trapped within a dull stone pendant? Possibly.
Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.
The warrior’s helmet is crafted into a magnificent crown of spikes and horns which radiate invigorating dark power.
The wearer of the Crown of Everlasting Conquest gains the Regenerate (5+) special rule.
Champions are sometimes gifted with heavy, rune-etched brass collars. Worn around the neck, these marks of favour are potent wards against magic.
The wearer of a Brazen Collar has Magic Resistance (-2).
The magical wards that venerate the Crow blesses the wearer with otherworldly resilience and empowers their strikes with deadly poisons.
The bearer of the Talisman of the Carrion Crow has the Regeneration (5+) and Poisoned Attacks special rules.
Those who wear the mark of the Eagle find the potency of their opponents’ magic wane in their presence.
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.
This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.
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.
Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! 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.
Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.
Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.
Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.
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 2.
A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.
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).
Distilled by magical means, this potion is sure to make the drinker all but invulnerable.
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).
A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.
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).
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
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.
This pendant burrows deep into the owner’s chest and nestles beside their heart, filling them with vitality even as their mortal form inches towards damnation.
Models whose troop type is ‘infantry’ or ‘cavalry’ only. The bearer of the Pendant of Damnation gains a +1 modifier to their Attacks characteristic for every Wound they lose.
This ornate full face helm has no eyeholes, but is covered with magical eyes that, it is said, can see into the souls and minds of men.
The Helm of Many Eyes gives its wearer (but not their mount) the Strike First special rule. However, due to the confusing images the helm conjures up, its wearer is also subject to the Stupidity special rule.
The Champion bears an obsidian pendant that marks them as having truly earned the favour of the Dark Gods.
Single use. The bearer of a Favour of the Gods may re-roll the D6 when rolling on the Gaze of the Gods table.
Filled with the blood of a Daemon Prince of Khorne, this accursed amulet turns the wearer into a maelstrom of violence.
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.
Forged in the depths of the Realm of Chaos, this infernal rod sunders those who resist the will of Chaos.
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.
When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.
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 two D6. For each roll of a 4+, the casting Wizard loses a single Wound.
For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! 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 turns 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 (but retains a love of water).
Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.
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.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.
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).
Unfurling a scroll bearing runes of power can greatly increase the spell’s power.
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 Wizard reads aloud a charm of unbinding from an enchanted scroll.
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.
Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.
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.
Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.
Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.
The polished skull of the daemonologist Katam constantly whispers its dark secrets into the mind of any Wizard nearby.
The bearer of the Skull of Katam and any other Wizard within 3" (friend or foe) may apply a +1 modifier to any Casting roll they make.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
Twisting and jerking upon its strings, this eldritch homunculus draws the Winds of Magic into itself, causing them to flow with strange currents that confound the wits of its master’s rivals.
Unless the owner of the Infernal Puppet is fleeing or engaged in combat, they may use it whenever an enemy Wizard that is within 24" of them makes a Casting roll. If they do so, the enemy Wizard must roll an extra D6 and discard the highest result.
A spell familiar memorises a spell on its master’s behalf, constantly rehearsing for its big moment until it is called upon to share its arcane knowledge.
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.
Those who have carried the Sceptre have enjoyed the thrill of limitless power, but each of them paid a heavy price for the privilege.
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 an AP of -3 after the effects of the roll have been resolved.
Ogvold feverishly documented many arcane secrets over the years, hoping that this knowledge would serve the will of Chaos even after his demise.
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 Wizardry per turn.
This ancient text is filled with the maddening scrawlings and forbidden knowledge of both daemonic and mortal sorcerers alike.
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.