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).
Only Characters without Ambush. Type: Hand Weapon. Attacks with this weapon gain +2 Strength in the Round of Combat directly after the wielder has charged into combat. This modifier is only applied to attacks directed against the charged enemies. The weapon can be shot using the rules for a Bolt Thrower Artillery Weapon: Range 18", Strength 3[6] , Armour Piercing (6), [Multiple Wounds (D3)] . Shots from the weapon never suffer negative to-hit modifiers.
Type: Hand Weapon. Before the wielder rolls a Panic Test (note, not before re-rolling it) it may choose to immediately lose 1 Wound. If so, the Panic Test is automatically passed.
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.
The wearer gains Regeneration (4+) and +1 Toughness, but cannot wear any Suits of Armour or Shields, and lose them if it already had it.
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+).
Close Combat Attacks made by Swarms, War Beasts, Cavalry mounts, Monstrous Beasts, Monstrous Cavalry mounts, Chariot-pulling beasts, Monsters and Ridden Monster mounts can only hit the bearer on rolls of ‘6’. Crew and riders are unaffected.
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.
All friendly units within 12" of the bearer comprised entirely of Razortusks or single model Chariots, excluding Characters, gain Vanguard.
One use only. This item is automatically activated at the start of the first Game Turn (if the bearer is not on the battlefield at this time, the item cannot be used). Its effects last until the start of the next Game Turn. During the enemy’s Shooting Phase, all Shooting Attacks suffer a -2 to-hit modifier as long as the owning player has the second Player Turn. This is decreased to a -1 to-hit modifier if the owning player has the first Player Turn.
The bearer can cast Swarm of Insects from Shamanism as a Bound Spell (Power Level 4).
The bearer, all models in its unit and all models within range of its Inspiring Presence (if applicable) automatically pass Primal Instinct Tests.
Tipo: Un solo uso.
- Se puede activar al inicio de cualquier Ronda de Combate. En esa ronda, todos los Cuernosalvajes en la Unidad del Portador obtienen Fuerza (+1).
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.
One use only. May be activated at the start of any Round of Combat. For the duration of this Round of Combat all Wildhorns in the bearer’s unit gain +1 Strength.