Kingdom Of Bretonnia - Errantry Crusade

Kingdom Of Bretonnia - Errantry Crusade (v2024)

Magic Weapons

The Fellblade

max 1 per Army

This most terrible of weapons was forged to slay Nagash himself. No foe can stand before it and even the wielder must eventually succumb to its baleful effects.


R: Combat
S: 10
AP: N/A
Special Rules: Magical Attacks, Multiple Wounds (D3)

Notes: No armour, Ward or Regeneration saves are permitted against wounds caused by this weapon. However, during the Command sub-phase of their turn, the wielder of the Fellblade must roll a D6. On a roll of 1, they lose a single Wound.

Weeping Blade

max 1 per Army

This weapon weeps a venom so corrosive it can melt through armour with ease to deeply pierce and poison the flesh beneath.

R S AP. Special Rules
Combat S -2. Magical Attacks, Multiple Wounds (D3), Poisoned Attacks

Blade Of Nurglitch

max 1 per Army

Blessed by the Plaguelord of Clan Pestilens, even a scratch from this filth-encrusted weapon can turn into instant infection.
R S AP Special Rules
Blade of Nurglitch Combat S+1 - Magical Attacks

Notes: Any enemy model that suffers one or more unsaved wounds from the Blade of Nurglitch must immediately make a Toughness test. If this test is failed, they suffer a -1 modifier to their Toughness characteristic (to a minimum of 1) for the remainder of the game.

Death Globe

max 1 per Army

Warlock Engineers often carry much improved and far more deadly versions of the globes wielded by Poisoned Wind Globadiers.
R S AP Special Rules
9" N/A N/A Magical Attacks, Move & Shoot

Notes: Single use. A model armed with a Death Globe must target a specific model within its target unit, such as a champion or a character. Make a roll To Hit as normal. If successful, centre a small (3") blast template over the target model. Any model whose base lies underneath the template must make an Initiative test. If this test is failed, they lose a single Wound.

Blade Of Revered Tzunki

max 1 per Army

Supposedly wielded by the legendary Tzunki, this exquisite weapon hums as it cuts through the air.

R S AP Special Rules
Blade Of Revered Tzunki Combat S+1 * Magical Attacks

Notes: *No armour or Ward saves are permitted against wounds caused by the Blade of Revered Tzunki (Regeneration saves can be attempted as normal).

Scimitar Of The Sun Resplendent

max 1 per Army

As light as a dagger, this curved blade invigorates its wielder with the power of the sun.

R S AP Special Rules
Scimitar Of The Sun Resplendent Combat S -1 Extra Attacks (+D3), Flaming Attacks, Magical Attacks

Staff Of The Lost Sun

max 1 per Army

Made of an alien metal, the Staff of the Lost Sun projects beams of hot light from its tip, searing the flesh of those caught in the blast.

Staff of the Lost Sun R S AP Special Rules
Ranged 12" 4 -3 Magical Attacks, Multiple Shots (3)
Combat Combat S+1 - Magical Attacks, Requires Two Hands

Notes: The Staff of the Lost Sun has two profiles, representing its use as both a combat and missile weapon.

Piranha Blade

max 1 per Army

The blade of this weapon is inlaid with thousands of tiny barbed teeth that rip and tear through the flesh of the enemy.

R S AP Special Rules
Piranha blade Combat S -1 Magical Attacks, Multiple Wounds (2)

Thundermace

max 1 per Army

Chiselled from a foundation stone taken from the base of a skycastle and bound with meteoric iron, the weight of a collapsing castle explodes from the head of the Thundermace.

R S AP Special Rules
Thundermace Combat S+2 -2 Armour Bane (1), Magical Attacks,
Requires Two Hands, Strike Last

Notes: Rather than attacking normally, the wielder of the Thundermace may choose to make a special ‘Thunderstrike’ attack. If they do, make a single roll To Hit. If this is successful, place a small (3") blast template so that its central hole is directly over the centre of the hit unit. Any enemy model whose base lies underneath the template risks being hit by this weapon.

Tenderiser

max 1 per Army

The destructive power bound into the twin heads of this massive two-ended club is enough to shatter a boulder with one strike.

R S AP Special Rules
Tenderiser Combat S+2 -3 Extra Attacks (+1), Magical Attacks, Multiple Wounds (D3), Strike Last

Skullplucker

max 1 per Army

This heavy, spiked metal gauntlet was once worn by Big Agi Skullplucker, who enjoyed nothing more than twisting his enemies’ heads off with this nasty-looking, bloodstained glove.

R S AP Special Rules
Skullplucker Combat S - Killing Blow, Magical Attacks, Strike First

Bloodcleaver

max 1 per Army

This revolting, gore-encrusted weapon possesses a Vampiric energy, channelling the life force from its victims into its wielder.

R S AP Special Rules
Bloodcleaver Combat S -1 Magical Attacks

Notes: Emissaries of the Great Maw only. If the wielder of the Bloodcleaver causes one or more unsaved wounds during the Combat phase, they recover a single lost Wound.

Executioner’s Axe

max 1 per Army

A single blow from this huge, black-bladed weapon can cut any opponent in half.

R S AP Special Rules
Executioner’s Axe Combat S -2 Killing Blow, Magical Attacks, Strike Last

Notes: When making a roll To Wound for a hit caused with the Executioner’s Axe, a roll of 2+ is always a success, regardless of the target’s Toughness.

Sword Of Ruin

max 1 per Army

The wickedly sharp edge of the Sword of Ruin can cleave through armour as if it were air.

R S AP Special Rules
Sword of Ruin Combat S * Magical Attacks

Notes: No armour, Ward or Regeneration saves are permitted against wounds caused by the Sword of Ruin.

Lifetaker

max 1 per Army

Finely fashioned from blackest steel, Lifetaker fires bolts dipped in the venom of a Black Dragon.

R S AP Special Rules
Lifetaker 24" 3 -1 Armour Bane (1), Magical Attacks, Multiple Shots (D3+1), Poisoned Attacks

Whip Of Agony

max 1 per Army

An heirloom of the feared Beastlords of clan Rakarth, the Whip of Agony inflicts enduring torment upon its victims.

R S AP Special Rules
Whip of Agony Combat S+1 -1 Magical Attacks, Strike First

Notes: High Beastmasters only. Any enemy model that suffers one or more unsaved wounds from the Whip of Agony suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) for the remainder of the game.

Frostblade

max 1 per Army

This blade of blue ice-steel is bound with such deadly spells that its merest touch will suck the soul from its victim’s body.

R S AP Special Rules
Frostblade Combat S - Killing Blow, Magical Attacks

Notes: Any enemy model that suffers one or more unsaved wounds from the Frostblade must immediately make a Toughness test. If this test is failed, they gain the Strike Last special rule and must reduce their Initiative characteristic to 1 for the remainder of the game.

Sword Of Kings

max 1 per Army

This accursed blade of ancient and ageless design thirsts constantly for the souls of its wielder’s enemies.

R S AP Special Rules
Sword of Kings Combat S+1 -1 Killing Blow, Magical Attacks

Notes: The wielder of the Sword of Kings strikes a Killing Blow if they roll a natural 5 or 6 when making a roll To Wound, rather than the usual 6.

Blood Drinker

max 1 per Army

This long, slender blade greedily drinks the blood of its victims, their life force revitalising its master.

R S AP Special Rules
Blood Drinker Combat S -1 Magical Attacks

Notes: If the wielder of Blood Drinker causes one or more unsaved wounds during the Combat phase, they recover a single lost Wound.

Dreadlance

max 1 per Army

Once wielded by an infamous Vampire knight, this lance is uncannily accurate, said to find its target even in the dark of night.

R S AP Special Rules
Dreadlance Combat S+2 -2 Armour Bane (1), Magical Attacks

Notes: Models whose troop type is ‘cavalry’ or ‘monster’ only. The Dreadlance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead. The wielder of the Dreadlance may re-roll any failed rolls To Hit made whilst using it.

The White Sword

max 1 per Army

A legendary blade forged for Aren, one of the first Swordmasters of Hoeth. The White Sword stands as tall as an Elf, yet its wide blade is as light as a willow switch.

R S AP Special Rules
The White Sword Combat S+3 -2 Magical Attacks, Monster Slayer, Requires Two Hands, Strike Last

Notes: Models whose troop type is ‘infantry’ or ‘chariot’ only.

The Blade Of Leaping Gold

max 1 per Army

To the valiant, the Blade of Leaping Gold lends supernatural speed and vigour; to the craven and the corrupt, it brings only swift death. A more finely balanced sword than this has never been made.

R S AP Special Rules
The Blade of Combat S - Armour Bane (2), Extra Attacks (+D3), Leaping Gold Magical Attacks

Reaver Bow

max 1 per Army

Some believe this wondrous bow is the same one that was forged for Prince Arathion of Ellyrion a thousand years ago.

R S AP Special Rules
Reaver Bow 30" S+1 - Magical Attacks

Notes: The Reaver Bow counts as a Bow of Avelorn. The wielder of the Reaver Bow may make a number of shooting attacks equal to their Attacks characteristic, rather than the usual one. This model does not suffer any modifiers for firing multiple shots.

Foe Bane

max 1 per Army

This strangely twisted Elven blade was taken from the body of a Chaos champion. Quite how they came to possess it is unknown, as is the name of the brave Elf that reclaimed it.

R S AP Special Rules
Foe Bane Combat S - Magical Attacks

Notes: When the wielder of Foe Bane makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.

Spear Of Twilight

max 1 per Army

When this spear strikes, the fury and rage of the wielder is channelled into the body of the foe with appalling and destructive force.

R S AP Special Rules
Spear of Twilight Combat S -2 Killing Blow, Magical Attacks

Notes: When the wielder of the Spear of Twilight makes a roll To Wound, a roll of 3+ is always a success, regardless of the target’s Toughness.

Blades Of Loec

max 1 per Army

The swirling and delicate patterns inscribed into these matched swords assume a life of their own when sunlight falls upon them, dazzling and distracting the bearer’s opponent.

R S AP Special Rules
Blades of Loec Combat S - Extra Attacks (+D3), Magical Attacks, Requires Two Hands

Notes: The wielder of the Blades of Loec may re-roll any failed rolls To Wound.

Bow Of Loren

max 1 per Army

Strung with a single hair from the head of Ariel, Queen of Loren, the wielder of the Bow of Loren is the Fey Queen’s champion, striking down her enemies with unnaturally swift precision.

R S AP Special Rules
Bow of Loren 32" S - Armour Bane (1), Magical Attacks

Notes: The Bow of Loren counts as an Asrai longbow. The wielder of the Bow of Loren may make a number of shooting attacks equal to their Attacks characteristic, rather than the usual one. This model does not suffer any modifiers for firing multiple shots.

Asyendi’s Bane

max 1 per Army

A malicious spirit dwells within the body of this light and elegant bow, ever eager to punish its wielder if a shot misses its target.

R S AP Special Rules
Asyendi’s Bane 32" S - Armour Bane (1), Magical Attacks, Quick Shot

Notes: Asyendi’s Bane counts as an Asrai longbow. The wielder of Asyendi’s Bane may re-roll a single failed roll To Hit made during the Shooting phase. However, if the re-roll also fails to hit, the wielder suffers a single Strength 3 hit with an AP of -.

Runefang

max 1 per Army

At the dawn of the Empire, a dozen magical blades were forged for Sigmar’s chieftains. Those that survive are treasured artefacts, potent symbols of the status and authority of their wielders.

R S AP Special Rules
Runefang Combat S -2 Magical Attacks, Strike First

Notes: When making a roll To Wound for a hit caused with a Runefang, a roll of 2+ is always a success, regardless of the target’s Toughness.

Mace Of Helsturm

max 1 per Army

This mace was used in battle by the first Grand Theogonist, Johann Helsturm. It is said that Helsturm’s faith in Sigmar was strong enough to shatter the walls of a castle.

Mace Of Helsturm R S AP Special Rules
Single-handed Combat S - Magical Attacks
Double-handed Combat 10 -5 Magical Attacks, Multiple Wounds (D6), Requires Two Hands

Notes: The Mace of Helsturm has two profiles. You must choose which the wielder will use at the start of each round of a combat. If used double-handed, the wielder may make only one attack, regardless of their Attacks characteristic.

Sword Of Justice

max 1 per Army

The Sword of Justice is an ancient weapon studded with Dwarf runes of vengeance and retribution that bestow the power of unswerving accuracy and deadly retribution upon it.

R S AP Special Rules
Sword of Justice Combat S -1 Armour Bane (1), Magical Attacks, Multiple Wounds (2)

Notes: The wielder of the Sword of Justice may re-roll any failed rolls To Wound.

Dragon Bow

max 1 per Army

A relic from the ancient Elven colonies of the Old World, this wondrously crafted bow enables the wielder to outshoot the finest archers in the Empire.

R S AP Special Rules
Dragon Bow 36" 6 -2 Magical Attacks, Multiple Wounds (2)

Notes: Commanders of the Empire only.

Sword Of The Quest

max 1 per Army

This large hand-and-a-half sword has been passed down from knight to knight, aiding generations of heroes on their noble quests.

Sword of the Quest R S AP Special Rules
Single-handed Combat S+1 -1 Magical Attacks, Strike First
Double-handed Combat S+2 -2 Magical Attacks, Multiple Wounds (2), Requires Two Hands, Strike Last

Notes: The Sword of the Quest has two profiles. You must choose which the wielder will use at the start of each round of a combat.

Sword Of Heroes

max 1 per Army

This mighty blade has powerful enchantments against evil bound into it. Its long and bloody history has seen its wielders kill enough fantastical creatures to fill a menagerie many times over.

R S AP Special Rules
Sword of Heroes Combat S - Magical Attacks, Monster Slayer.

Notes: 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.

Heartwood Lance

max 1 per Army

This unbreakable lance is crafted from the heart of the Major Oak, the largest tree in Bretonnia, which was shattered by lightning the moment Gilles was struck down.

R S AP Special Rules Heartwood Lance Combat S+3 -3 Magical Attacks.

Notes: Models whose troop type is ‘cavalry’ or ‘monster’ only. The Heartwood Lance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge) the model must use its hand weapon instead.

Morning Star Of Fracasse

max 1 per Army

This mighty morning star has a hatred of magical trickery and unholy artefacts. It will entangle and rip a magic weapon from the hands of any foe.

R S AP Special Rules Morning Star of Fracasse Combat S+1 -1 Magical Attacks.

Notes: Any magic weapon carried by an enemy model that suffers one or more unsaved wounds from the Morning Star of Fracasse is destroyed and cannot be used for the remainder of the game.

Primeval Club

max 1 per Army

This ancient club, bound in cracked leather and infested with spiders and slugs, has been stained red with blood since the dawn of civilisation and is the bane of all order and hope.

R S AP Special Rules
Primeval Club Combat * -3 Hatred (Empire), Magical Attacks, Poisoned Attacks.

Notes: The Strength characteristic of the Primeval Club is equal to the current Leadership characteristic of the model that wields it.

Axe of Men

max 1 per Army

A single, mighty stroke from this fearsome axe can cut even the most powerful warrior clean in half, a sight which emboldens the bearer’s followers and horrifies their enemies in equal measure.

R S AP Special Rules
Axe of Men Combat S -1 Killing Blow, Magical Attacks.

Notes: Should the wielder of the Axe of Men kill an enemy character (including champions) in a challenge, they gain the Terror special rule for the remainder of the game.

Mangelder

max 1 per Army

The Mangelder saps the strength of its victims’ minds as well as of their bodies, and those few who survive wounds inflicted by the weapon rarely fight again.

R S AP Special Rules
Mangelder Combat S+1 -1 Magical Attacks, Terror.

Notes: The wielder of the Mangelder causes Terror. Any enemy unit that suffers one or more unsaved wounds from the Mangelder suffers a -1 modifier to its Leadership characteristic (to a minimum of 2) until the end of the turn.

Hunter’s Spear

max 1 per Army

Crafted to fell the mighty beasts of the far north, this thick-hafted spear bears enchantments allowing it to penetrate yards of flesh and muscle, skewering the foe through-and-through.

R S AP Special Rules
Hunter’s Spear 24" 6 -3 Cumbersome, Magical Attacks, Multiple Wounds (2), Through & Through.

Notes: The Hunter’s Spear shoots like a bolt thrower, using the ‘Through & Through’ special rule.

Daemonsword

max 1 per Army

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.

Chaos Runesword

max 1 per Army

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.

Filth Mace

max 1 per Army

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.

Spellthieving Sword

max 1 per Army

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.

Destroyer of Eternities

max 1 per Army

Imbued with powerful incantations, the great blade of this scything weapon is impossibly sharp and is said to destroy the souls of its victims, denying them any hope of reaching the afterlife.

R S AP Special Rules Destroyer of Eternities Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strike Last.

Notes: 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.

Flail of Radiance

max 1 per Army

These gleaming golden weapons represent the high status of the bearer, and all that enter their presence are humbled by the aura of majesty these weapons convey.

R S AP Special Rules Crook & Flail of Radiance Combat S -1 Extra Attacks (+D3), Magical Attacks, Requires Two Hands, Strike First.

Notes: Monarchs of Nehekhara only.

Flail of Skulls

max 1 per Army

This flail is made from the gilded skulls of conquered enemies. Foes struck by these skulls are lacerated and savaged by their sharpened teeth, and bleed profusely from their wounds.

R S AP Special Rules Flail of Skulls Combat S+3 -1 Magical Attacks, Multiple Wounds (2), Requires Two Hands Notes: The Flail of Skulls’ Strength modifier applies only during the first round of combat.

Serpent Staff

max 1 per Army

Crafted in the likeness of a rearing cobra, this tall, heavy-headed staff writhes with an unnatural life, striking at the enemies of its bearer with venomous fangs.

R S AP Special Rules Serpent Staff Combat S+2 -2 Magical Attacks, Poisoned Attacks, Requires Two Hands.

Notes: Liche Priests only.

Battleaxe Of The Last Big Waaagh!

max 1 per Army

Vague legend tells that this huge, beaten battleaxe once belonged to either Gork or Mork. How true this is, there is no way of knowing, but it certainly is a great tool for hitting things with! R S AP Special Rules Battleaxe of the Last Big Waaagh! Combat S+2 -2 Extra Attacks (+D6), Magical Attacks, Requires Two Hands, Strike Last.

Notes: If a natural 6 is rolled for the Extra Attacks (+D6) special rule, the Battleaxe of the Last Big Waaagh! loses the Extra Attacks (+D6) special rule at the end of the current Combat phase.

Porko’s Pigstikka

max 1 per Army

Most of the many spears wielded by Porko and his famous Boar Boyz lie shattered across a thousand battlefields. But this particular spear is special, having never broken nor lost its perfect point.

R S AP Special Rules Porko’s Pigstikka Combat S+1 -1 Armour Bane (1), Magical Attacks.

Notes: Models whose troop type is ‘cavalry’, ‘monster’ or ‘chariot’ only. This weapon’s Strength and Armour Piercing modifiers apply only during the first round of combat. In addition, during a turn in which the wielder charged, Porko’s Pigstikka grants them +1 Attack for each rank the enemy unit has.

Da Choppiest Choppa

max 1 per Army

This broad, heavy bladed choppa boasts a wickedly sharp cutting edge. What’s more, no amount of relentless chopping through armour and hacking through bone ever seems to dull it.

R S AP Special Rules Da Choppiest Choppa Combat S+1 -3 Magical Attacks.

Wollopa’s One Hit Wunda

max 1 per Army

The rebellious Goblin known as Wollopa wielded a wondrous weapon. Yet what he is most remembered for is his turn of speed, being able to easily outpace even the most irate of Orcs.

R S AP Special Rules Wollopa’s One Hit Wunda Combat 10 -3 Magical Attacks, Strike First.

Notes: 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.

Ogre Blade

max 1 per Army

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)

Sword Of Battle

max 1 per Army

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

Duellist’s Blades

max 1 per Army

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

Dragon Slaying Sword

max 1 per Army

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

Headsman’s Axe

max 1 per Army

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

Spelleater Axe

max 1 per Army

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)

Giant Blade

max 1 per Army

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)

Sword Of Swiftness

max 1 per Army

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

Berserker Blade

max 1 per Army

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

Sword Of Might

max 1 per Army

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

Biting Blade

max 1 per Army

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

Sword Of Striking

max 1 per Army

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.

Burning Blade

max 1 per Army

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

Black Hammer Of Hashut

max 1 per Army

This burning, black-hafted hammer bears the horned rune of Hashut, Father of Darkness, and has been carried into battle for centuries by the champions of Zharr-Naggrund.

R S AP Special Rules
Combat S+2 -1 (Killing Blow), Flaming Attacks,Magical Attacks, Multiple Wounds (D3)

Notes: Against models with the Flammable special rule, this weapon also has the Killing Blow special rule.

Dark Maul

max 1 per Army

This mysterious weapon of unknown origin smoulders with a dark power that seems to eat the light around it and devours the warmth of its victims, leaving them withered husks.

R S AP Special Rules
Dark Maul Combat S -2 Killing Blow, Magical Attacks

Notes: Any enemy model that suffers one or more unsaved wounds from the Dark Maul must immediately make a Strength test. If this test is failed, the enemy model loses an additional Wound

Dagger Of Malice

max 1 per Army

Said to have been found in an ancient barrow, this hooked blade whispers tales of murder and violence to any that grasp its hilt. Its edge has never dulled, no matter how many lives it has taken.

R S AP Special Rules
Dagger of Malice Combat S - Frenzy, Hatred (all enemies), Magical Attacks

Notes: Unlike other Frenzied models, the wielder of the Dagger of Malice cannot lose this special rule

The Graven Sceptre

max 1 per Army

A badge of rank carried by the lords of Gorgoth, this iron staff carries the runic names of the masters of the Black Fortress since its founding, bound up with the baleful prayers of Hashut.

R S AP Special Rules
The Graven Combat S+1 - Magical Attacks

Notes: When making a roll To Wound for a hit caused with the Graven Sceptre, a roll of 4+ is always a success, regardless of the target’s Toughness.

Battleaxe Of The Last Big Waaagh!

max 1 per Army

Vague legend tells that this huge, beaten battleaxe once belonged to either Gork or Mork. How true this is, there is no way of knowing, but it certainly is a great tool for hitting things with! R S AP Special Rules Battleaxe of the Last Big Waaagh! Combat S+2 -2 Extra Attacks (+D6), Magical Attacks, Requires Two Hands, Strike Last.

Notes: If a natural 6 is rolled for the Extra Attacks (+D6) special rule, the Battleaxe of the Last Big Waaagh! loses the Extra Attacks (+D6) special rule at the end of the current Combat phase.

Porko’s Pigstikka

max 1 per Army

Most of the many spears wielded by Porko and his famous Boar Boyz lie shattered across a thousand battlefields. But this particular spear is special, having never broken nor lost its perfect point.

R S AP Special Rules Porko’s Pigstikka Combat S+1 -1 Armour Bane (1), Magical Attacks.

Notes: Models whose troop type is ‘cavalry’, ‘monster’ or ‘chariot’ only. This weapon’s Strength and Armour Piercing modifiers apply only during the first round of combat. In addition, during a turn in which the wielder charged, Porko’s Pigstikka grants them +1 Attack for each rank the enemy unit has.

Da Choppiest Choppa

max 1 per Army

This broad, heavy bladed choppa boasts a wickedly sharp cutting edge. What’s more, no amount of relentless chopping through armour and hacking through bone ever seems to dull it.

R S AP Special Rules Da Choppiest Choppa Combat S+1 -3 Magical Attacks.

Wollopa’s One Hit Wunda

max 1 per Army

The rebellious Goblin known as Wollopa wielded a wondrous weapon. Yet what he is most remembered for is his turn of speed, being able to easily outpace even the most irate of Orcs.

R S AP Special Rules Wollopa’s One Hit Wunda Combat 10 -3 Magical Attacks, Strike First.

Notes: 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.

Battleaxe Of The Last Big Waaagh!

max 1 per Army

Vague legend tells that this huge, beaten battleaxe once belonged to either Gork or Mork. How true this is, there is no way of knowing, but it certainly is a great tool for hitting things with! R S AP Special Rules Battleaxe of the Last Big Waaagh! Combat S+2 -2 Extra Attacks (+D6), Magical Attacks, Requires Two Hands, Strike Last.

Notes: If a natural 6 is rolled for the Extra Attacks (+D6) special rule, the Battleaxe of the Last Big Waaagh! loses the Extra Attacks (+D6) special rule at the end of the current Combat phase.

Porko’s Pigstikka

max 1 per Army

Most of the many spears wielded by Porko and his famous Boar Boyz lie shattered across a thousand battlefields. But this particular spear is special, having never broken nor lost its perfect point.

R S AP Special Rules Porko’s Pigstikka Combat S+1 -1 Armour Bane (1), Magical Attacks.

Notes: Models whose troop type is ‘cavalry’, ‘monster’ or ‘chariot’ only. This weapon’s Strength and Armour Piercing modifiers apply only during the first round of combat. In addition, during a turn in which the wielder charged, Porko’s Pigstikka grants them +1 Attack for each rank the enemy unit has.

Da Choppiest Choppa

max 1 per Army

This broad, heavy bladed choppa boasts a wickedly sharp cutting edge. What’s more, no amount of relentless chopping through armour and hacking through bone ever seems to dull it.

R S AP Special Rules Da Choppiest Choppa Combat S+1 -3 Magical Attacks.

Wollopa’s One Hit Wunda

max 1 per Army

The rebellious Goblin known as Wollopa wielded a wondrous weapon. Yet what he is most remembered for is his turn of speed, being able to easily outpace even the most irate of Orcs.

R S AP Special Rules Wollopa’s One Hit Wunda Combat 10 -3 Magical Attacks, Strike First.

Notes: 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.

Bigger, Choppier Axe

max 1 per Army

While Warbosses love having a big, choppy axe, there is nothing they love more than a bigger, choppier axe!

R S AP Special Rules
Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strikes Las

Martog’s Best Basha

max 1 per Army

Warboss Martog the Mauler was renowned for his vast collection of ‘legitimately acquired’ weapons. The most prized of which was a massive Dwarfen hammer, covered with intricately carved runes and (since Martog’s acquisition of the weapon) plenty of Dwarfen blood.

R S AP Special Rules
Combat S+1 -2 Magical Attacks, Requires Two Hands

Notes: The wielder of this weapon has a +1 modifier to its Weapon Skill and Initiative characteristics

Da Akrit Axe

max 1 per Army

In battle, this weapon seems to writhe in the hands of its wielder, seeking out the enemy’s most vulnerable spots.

R S AP Special Rules
Combat S+1 - Armour Bane (1), Magical Attacks

Notes: The wielder of Da Akrit Axe may re-roll any failed rolls To Hit made whilst using it.
However, this weapon’s Strength modifier only applies during the first round of combat.

Backstabber’s Blade

max 1 per Army

Being bigger and meaner than most, Orcs are happy to fight anyone, anywhere. Goblins on the other hand, are far happier sticking the pointy end of their blades into their foe’s back.

R S AP Special Rules
Combat S+1 -1 Magical Attacks

Notes: 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

Blade Of Antarhak

max 1 per Army

Those cut by the Blade of Antarhak age by decades in the blink of an eye, their vitality stolen and bestowed upon the wielder of this fell blade.

R S AP Special Rules
Blade of Antarhak Combat S+1 -1 Magical Attacks

Notes: 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.

The Conqueror’s Blade

max 1 per Army

Many a king and queen, warlord and emperor foolish enough to resist the rule of the Lord of Nehekhara have found their heads parted from their bodies by this wicked weapon.

R S AP Special Rules
The Conqueror’s Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strike Last

Notes: Whilst engaged in a challenge, the bearer of the Conqueror’s Blade strikes 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.

Phakth’s Blades Of Justice

max 1 per Army

Crackling lightning arcs from these twin blades as they slice through the ranks of Nehekhara’s foes.

R S AP Special Rules
Combat S -1 Magical Attacks, Requires Two Hands

Notes: 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.

Staff Of Aeons

max 1 per Army

A single blow from this accursed weapon can cause armour to rust and tarnish in a matter of
moments, leaving those wearing it vulnerable to the Liche Priest’s minions.

R S AP Special Rules
Staff of Aeons Combat S+2 -1 Magical Attacks, Requires Two Hands

Notes: 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.

Crusader’s Lance

max 1 per Army

In the hands of young Bretonnian heroes throughout the kingdom’s many errantry wars, this keen lance has struck down scores of Orcs, Goblins and Beastmen.

R S AP Special Rules
Crusader’s Lance Combat S+2 -2 Armour Bane (2), Furious Charge, Hatred (all enemies), Magical Attacks

Notes: The Crusader’s Lance may only be taken by a model in an Errantry Crusade Army of Infamy whose troop type is ‘cavalry’ or ‘monster’ only. The Crusader’s Lance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge), the model must use its hand weapon instead.

Frontier Axe

max 1 per Army

Enchanted to ensure it never lost its razor-sharp edge while felling lumber, this tool, turned weapon of war, can sever limbs and sunder armour in a single swing.

R S AP Special Rules
Frontier Axe Combat S+2 -3 Magical Attacks, Multiple Wounds (2), Requires Two Hands

Notes: The Frontier Axe may only be taken by a model in a Bretonnian Exiles Army of Infamy.

Sword Of The Stout Hearted

max 1 per Army

Imbued with the courage of Gilles le Breton himself, this sword fills the wielder with the fortitude to face down any enemy.

R S AP Special Rules
Combat S+2 -1 Armour Bane (1), Immune to Psychology, Magical Attacks, Requires Two Hands

Foebreaker

max 1 per Army

Even those tough enough to survive a pummeling from this mighty warhammer are left disoriented and staggered by its heavy blows, making them vulnerable to any further onslaught.

R S AP Special Rules
Foebreaker Combat S+1 - Magical Attacks

Notes: 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.

Daemonsword

max 1 per Army

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.

Chaos Runesword

max 1 per Army

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.

Filth Mace

max 1 per Army

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.

Spellthieving Sword

max 1 per Army

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.

Daemonsword

max 1 per Army

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.

Chaos Runesword

max 1 per Army

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.

Filth Mace

max 1 per Army

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.

Spellthieving Sword

max 1 per Army

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.

Obsidian Dread-Glaive

max 1 per Army

This cruel weapon has been used to sever heads and limbs in the hands of the Dark Gods’ most dangerous champions.

R S AP Special Rules
Obsidian Dread-Glaive Combat S+2 -1 Armour Bane (1), Killing Blow, Magical Attacks, Requires Two Hands, Strikes Last

Notes: The Obsidian Dread-glaive may only be taken by a model in a Heralds of Darkness Army of Infamy.

Dagger Of The Dark Pantheon

max 1 per Army

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.

Chieftain’s Blade

max 1 per Army

The title of Chieftain is earned and kept through triumph in single combat, not by birthright.

R S AP Special Rules
Chieftain’s Blade Combat S+1 -1 Armour Bane (1) Magical Attacks

Notes: 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.

Taskmaster’s Scourge

max 1 per Army

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).

Bow Of The Seafarer

max 1 per Army

Crafted from a single piece of rare silverwood and gifted to Ulanor of the Sea Guard by Fins himself, this mighty bow is rumoured to be capable of sinking ships!

R S AP Special Rules
Bow of the Seafarer 30" 5 -3 Cumbersome, Magical Attacks, Mini Wounds (D3), Through & Through

Notes: The Bow of the Seafarer counts as a Bow of Avelorn. The Bow of the Seafarer shoots like a bolt thrower, using the 'Through & Through' special rule (see page 223 of the Warhammer: the Old World rulebook).

Blade Of Sea Gold

max 1 per Army

Forged in the crushing depths and honed by crashing waves, this gleaming blade strikes with the unstoppable power of the ocean itself.

R S AP Special Rules
Blade of Sea Gold Combat S+1 -1 Magical Attacks, Multiple Wounds (D3)

Notes: The Blade of Sea Gold may only be taken by models in a Sea Guard Garrison Army of Infamy.

Star Lance

max 1 per Army

Forged from the metal of a fallen star, this weapon's graceful lines belie the formidable power it grants its wielder.


R S AP Special Rules
Star Lance Combat S+3 -4 Magical Attacks, Strike First

Notes: Models whose troop type is 'cavalry' or 'monster' only. The Stare can only be used during a turn in which the wielder charged. In subsequent turns (or if the seselder did not charge) the model must use its hand weapon instead.

Pearl Daggers

max 1 per Army

Forged from burnished steel that glitters in the sunlight, the wielder of these lightweight daggers strikes with deadly speed and precision.

R S AP Special Rules
Pearl Daggers Combat S -1 Extra Attacks (D3), Magical Attacks, Requires Two Hands.

Notes: The wielder of the Pearl Daggers may re-roll any failed rolls To Hit during the Combat phase.

Blade Of Silvered Steel

max 1 per Army

Those who wield this blessed weapon will hunt the dead and the damned with unmatched zeal.

R S AP Special Rules
Blade of Combat S+1 -1 Hatred (Undead models), Magical Attacks

Notes: 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.

Von Trickschotte’s Wondrous Arquebus

max 1 per Army

This huge weapon shoots large calibre rounds capable of shattering a Troll’s skull with a single shot.

R S AP Special Rules
Von Trickschotte’s 36" 5 -2 Armour Bane (1), Multiple Wounds (D3)

Notes: Von Trickschotte’s Wondrous Arquebus may only be taken by a model in a City-state of Nuln Army of Infamy. The wielder of this weapon does not suffer the usual -1 modifier for shooting at long range.

Woodsman's Axe

max 1 per Army

Wrought from purest Ithilmar, in the strong hands of a Chracian champion, this axe can cleave the skull of even the foulest beast with a single stroke.

R S AP Special Rules
Woodsman's Axe Combat S+3 -4 Magical Attacks, Monster Slayer, Requires Two Hands, Strike Last

Notes: The Woodsman's Axe may only be taken by models in a Chracian Warhost Army of Infamy.

Hammer Of Righteousness

max 1 per Army

This mighty hammer not only crushes flesh and bone but shatters evil with each swing.

R S AP Special Rules
Hammer of Combat S+2 -2 Magical Attacks, Requires Two Hands, Strikes Last

Notes: 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.

Magic Armour

Warpstone Armour

max 1 per Army

Cunningly wrought of warpstone-infused iron, this heavy suit of armour protects without stifling the Winds of Magic.

Warpstone Armour is a suit of heavy armour which may be worn by a Wizard without penalty.

Cautious Shield

max 1 per Army

This large, magical shield emphasises an already prominent trait of Skaven nature.

The Cautious Shield is a shield. In addition, its bearer may choose to wield it with two hands when their combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase.
If they do, until the end of this Combat phase it improves its armour value by 3, but their Attacks characteristic is reduced to 0.

Shield Of The Mirror Pool

max 1 per Army

Hostile enemy magic is absorbed by this ancient shield, and reflected back upon the caster.

The Shield of the Mirror Pool is a shield. In addition, each time the bearer loses one or more Wounds to a Magic Missile, the caster suffers a single Strength 5 hit with an AP of -2.

Hide Of The Cold Ones

max 1 per Army

The hide of a Cold One exudes a toxic slime that dulls the wearer’s mind.

May be worn with other armour. The wearer of the Hide of the Cold Ones improves their armour value by 1 (to a maximum of 2+). However, its wearer is also subject to the Stupidity special rule.

Gut Maw

max 1 per Army

The wearer of this polished gut-plate is reinvigorated by the life force of their defeated enemies.

The Gut Maw is a suit of heavy armour. In addition, for each unsaved wound the wearer causes during a Challenge, they recover a single lost Wound.

Mastodon Armour

max 1 per Army

This massive suit of armour was forged by the Chaos Dwarfs in exchange for many captives.

The Mastodon Armour is a suit of full plate armour. In addition, its wearer has a 6+ Ward save against any wounds suffered.

Shield Of Ghrond

max 1 per Army

The Daemon-faced Shield of Ghrond consumes the strength of the enemy’s attacks

The Shield of Ghrond is a shield. In addition, all attacks directed against its bearer suffer a -1 modifier to their Strength characteristic.

Blood Armour

max 1 per Army

When anointed with the blood of the foe, this armour becomes ever more endurable.

The Blood Armour is a suit of armour that gives its wearer an armour value of 5+. For each unsaved wound the wearer inflicts, this armour value is improved by 1, to a maximum of 2+.

The Flayed Hauberk

max 1 per Army

Stitched from the flesh of countless victims, the wearer of the Flayed Hauberk is enshrouded and protected by the souls of the damned.

The Flayed Hauberk is a suit of heavy armour which may be worn by a Wizard without penalty. In addition, its wearer has a 6+ Ward save against any wounds suffered.

The Accursed Armour

max 1 per Army

Some strange flaw renders the wearer of this armour resilient beyond measure, yet robs them of dexterity.

Models whose troop type is ‘infantry’ or ‘cavalry’ only. The Accursed Armour is a suit of full plate armour. In addition, its wearer has a +1 modifier to their Toughness characteristic, but suffers a -1 modifier to their Weapon Skill and Initiative characteristics.

Armour Of Caledor

max 1 per Army

Every piece of the Armour of Caledor has been taken from the recovered fragments of now-lost armour that was once worn by a mighty Caledorian hero.

The Armour of Caledor is a suit of full plate armour.
In addition, its wearer has a 5+ Ward save against any wounds suffered.

Dragon Helm

max 1 per Army

Crafted into the likeness of a great wyrm, the Dragon Helm remembers the heat of its forging, protecting its wearer from the touch of flame.

May be worn with other armour. The wearer of the Dragon Helm improves their armour value by 1 (to a maximum of 2+). In addition, its wearer has a 6+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.

Helm Of The Hunt

max 1 per Army

This enchanted great helm imbues its wearer with the furious spirit of Orion himself.

May be worn with other armour. The wearer of the Helm of the Hunt improves their armour value by 1 (to a maximum of 2+). In addition, the wearer has a +1 modifier to both their Weapon Skill and Attacks characteristics during a turn in which they charge.

Railarian’s Mantle

max 1 per Army

Woven by the eldest Branchwraiths, this armour is only gifted to one chosen by Athel Loren itself.

Railarian’s Mantle is a suit of light armour. In addition, whilst its wearer is within 6" of a woodland terrain feature, they have a 4+ Ward save against any wounds suffered.

Armour Of Fortune

max 1 per Army

Engraved with runes of luck and providence, the Armour of Fortune turns aside fatal blows harmlessly.

The Armour of Fortune is a suit of heavy armour. In addition, its wearer has a 6+ Ward save against any wounds suffered and is immune to the Killing Blow special rule. If the wearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.

Armour Of Tarnus

max 1 per Army

This cunning armour was crafted to the specifications of the warrior-Wizard von Tarnus.

The Armour of Tarnus is a suit of light armour which may be purchased and worn by an Imperial Wizard, 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.

Gilded Cuirass

max 1 per Army

Inscribed with the words of the Grail Vow, the blessings of the Lady shine upon the wearer.

The Gilded Cuirass is a suit of heavy armour. In addition, its wearer has the Regeneration (5+) special rule.

Gromril Great Helm

max 1 per Army

This ornate helm, a gift from the Dwarf King Grundhar, bears a potent rune of protection.

May be worn with other armour. The wearer of the Gromril 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.

Pelt of the Dark Young

max 1 per Army

The Pelt of the Dark Young is shrouded in tendrils of darkness that gather about the wearer.

May be worn with other armour. The wearer of the Pelt of the Dark Young improves their armour value by 1 (to a maximum of 2+). In addition, its wearer (and any unit they have joined) has Magic Resistance (-2).

The Blackened Plate

max 1 per Army

This battered suit of plate mail is blackened with the soot of burning palaces and temples.

The Blackened Plate is a suit of full plate armour. In addition, its wearer has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.

Armour of the Damned

max 1 per Army

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.

Crimson Armour of Dargan

max 1 per Army

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.

Armour of the Ages

max 1 per Army

Forged from bronze, cooled in blood and plated with gold, this ancient armour can turn aside even the strongest blow.

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.

Shield of Ptra

max 1 per Army

Bursting from the face of this ornate shield, the radiance of the Sun God Ptra blinds the enemy.

The Shield of Ptra is a shield. In addition, any enemy model that directs their attacks against the bearer during the Combat phase suffers a -1 modifier to their Weapon Skill characteristic.

Trollhide Trousers

max 1 per Army

Foul smelling and uncomfortable, Trollhide Trousers possess remarkable regenerative properties.

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.

Armour of Mork

max 1 per Army

This old and battered armour offers powerful protection against magic.

The Armour of Mork is a suit of heavy armour. In addition, its wearer has Magic Resistance (-2).

Armour Of Destiny

max 1 per Army

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.

Bedazzling Helm

max 1 per Army

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.

Armour Of Silvered Steel

max 1 per Army

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.

Glittering Scales

max 1 per Army

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.

Shield Of The Warrior True

max 1 per Army

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.

Spellshield

max 1 per Army

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.

Armour Of Meteoric Iron

max 1 per Army

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.

Enchanted Shield

max 1 per Army

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.

Charmed Shield

max 1 per Army

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.

Armour Of Bazherak The Cruel

max 1 per Army

Once worn by the Castellan of the Tower of Gorgoth, this armour was pulled from the Bitter Sea along with its owner’s drowned corpse to stand as a warning to the arrogant of the price of hubris.

The Armour of Bazherak the Cruel is a suit of full plate armour. In addition, its wearer has the Immune to Psychology and Magic Resistance (-2) special rules.

The Mask Of The Furnace

max 1 per Army

This iron mask contains the essence and agonies of all who have perished before it in the fires of sacrifice.

May be worn with other armour. The wearer of the Mask of the Furnace improves their armour value by 1 (to a maximum of 2+). In addition, they have a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.

Trollhide Trousers

max 1 per Army

Foul smelling and uncomfortable, Trollhide Trousers possess remarkable regenerative properties.

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.

Armour of Mork

max 1 per Army

This old and battered armour offers powerful protection against magic.

The Armour of Mork is a suit of heavy armour. In addition, its wearer has Magic Resistance (-2).

Trollhide Trousers

max 1 per Army

Foul smelling and uncomfortable, Trollhide Trousers possess remarkable regenerative properties.

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.

Armour of Mork

max 1 per Army

This old and battered armour offers powerful protection against magic.

The Armour of Mork is a suit of heavy armour. In addition, its wearer has Magic Resistance (-2).

Dead ’Ard Armour

max 1 per Army

This battle-scarred armour is made up of thick armour plates capable of turning aside the most telling of blows.

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.

Spiteful Shield

max 1 per Army

Possessed by an angry spirit and adorned with an enchanted maw filled with razor-sharp teeth, this shield snaps and snarls at unwary opponents.

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 -.

Royal Mantle

max 1 per Army

It is said that the wisdom of the kings and queens of Nehekhara is held within these armoured plates, giving counsel to the wearer as they command their warriors on the battlefield.

The Royal Mantle may only be taken by models in a Nehekharan Royal Host Army of Infamy. May be worn with other armour. The wearer of the Royal Mantle improves their armour value by 1 (to a maximum of 2+). In addition, the wearer’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of them, not just a unit they have joined.

Warding Splint

max 1 per Army

Protective strips of bronze and iron inscribed with regenerative hieroglyphics are placed across the Liche Priest’s shrivelled body, for without their power the armies of the Tomb Kings will crumble.

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.

Anointed Armour

max 1 per Army

Whilst the wearer’s faith in the Lady of the Lake holds fast, so too
shall the wards of protection placed upon this armour.

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.

Ironspike Shield

max 1 per Army

Covered in large, sharpened spines, this deadly looking shield is as dangerous as any mace.

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.

Armour of the Damned

max 1 per Army

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.

Crimson Armour of Dargan

max 1 per Army

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.

Armour of the Damned

max 1 per Army

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.

Crimson Armour of Dargan

max 1 per Army

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.

Daemonic Platemail

max 1 per Army

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.

Mighty Serpent’s Scalemail

max 1 per Army

A dark enchantment wrought in the name of the Serpent has been placed upon the glittering scales of this armour.

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.

Twice-blessed Armour

max 1 per Army

Enchanted with magic and blessed by righteous hands, this armour stands as an example of what a unified Empire can achieve.

The Twice-blessed Armour is a suit of full plate armour. In addition, the wearer may cast the Hammerhand spell from the Lore of Battle Magic (see page 320 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 2.

Shield Of The Gorgon

max 1 per Army

his burnished shield harnesses the petrifying power of the monstrous gorgons that inhabit the deserts of Araby.

The Shield of the Gorgon is a shield that may only be taken by a model in a Knightly Order Army of Infamy. In addition, whilst in base contact with the bearer, enemy models suffer a -1 modifier to their Attacks characteristic (to a minimum of 1).

Armour Of Stars

max 1 per Army

Decorated with glittering gems set in deepest blue lacquer, the Armour of Stars is a wonder to behold.

Models whose troop type is 'infantry' or 'cavalry' only. [cite: 18] The Armour of Stars is a suit of heavy armour. [cite: 18] In addition, the wearer is immune to the Killing Blow special rule. If the wearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. [cite: 20] If the wound is unsaved, they lose a single Wound.

The Golden Shield

max 1 per Army

A highly polished shield inlaid with swirling patterns, the Golden Shield dazzles the foc.

The Golden Shield is a shield. [cite: 22] In addition, any enemy model that directs its attacks against its bearer during the Combat phase must re-roll any rolls To Hit of a natural 6.

Talismans

Shadow Magnet

max 1 per Army

Warpstone-contaminated veins of ore can absorb light and cast an aura of deep, shadowy darkness.

Any enemy model that targets the bearer of the Shadow Magnet or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.

Warpstone Amulet

max 1 per Army

The Warpstone Amulet radiates disharmony and confusion, so that anyone who attacks its bearer becomes dazed and bewildered.

The Warpstone Amulet gives its bearer a 4+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.

Glyph Necklace

max 1 per Army

This ancient token of protection wards off attacks, causing enemies to fumble their blows.

The bearer of the Glyph Necklace has a 5+ Ward save against any wounds suffered and gains the Magic Resistance (-2) special rule.

Aura Of Quetzl

max 1 per Army

Blessed by Quetzl, this string of beaded shells, feathers and bones exudes a powerful protective aura.

Any enemy model that directs its attacks against the bearer of the Aura of Quetzl during the Combat phase suffers a -1 modifier to its rolls To Hit.

Spangleshard

max 1 per Army

This dirt-encrusted and tarnished bauble barely resembles the fine Elven ornament it once was, but its protective powers still linger.

The Spangleshard gives its bearer a 4+ Ward save against any wounds suffered. However, if a natural 1 is rolled, the Spangleshard is destroyed and it cannot be used again.

Cathayan Jet Pendant

max 1 per Army

Finely crafted Cathayan jet pendants are believed to protect against all forms of hostile magic.

A Cathayan Jet Pendant gives its bearer a 6+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.

Pendant Of Khaeleth

max 1 per Army

The protection offered by this amulet grows to match the power of an enemy’s attack.

The Pendant of Khaeleth gives its bearer a 5+ Ward save against any wounds suffered that were caused by an attack with a Strength of 4 or lower, and a 4+ Ward save against any wounds suffered that were caused by an attack with a Strength of 5 or higher.

Pearl Of Infinite Bleakness

max 1 per Army

Swirled with red and black veins, this magical pearl emits a soul-numbing aura.

The bearer of the Pearl of Infinite Bleakness and any unit they have joined gains the Immune to Psychology special rule.

Von Carstein Ring

max 1 per Army

An ancient heirloom of the lords of Sylvania, this ring is known to make a Vampire carrying it almost impossible to kill.

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.

Crown Of The Damned

max 1 per Army

The wearer of the Crown of the Damned draws revitalising energies from the spirits imprisoned within it, but at times their eternal wailing can become overpowering.

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 Loremaster’s Cloak

max 1 per Army

Wrapped in this pale grey cloak, the wearer seems somehow insubstantial and almost illusory.

The bearer of the Loremaster’s Cloak and any unit they have joined has a 4+ Ward save against any wounds suffered that were caused by a Magic Missile.

Opal Amulet

max 1 per Army

Potent yet fragile, an Opal Amulet offers powerful protection, but can easily be broken.

Single use. An Opal Amulet gives its bearer a 2+ Ward save against a single wound.

Merciw’s Locus

max 1 per Army

The eccentric Merciw held the concepts of personal honour and fairness in unusually high esteem.

The Strength characteristic of the bearer of Merciw’s Locus cannot be modified by any weapon. However, the Strength characteristic of any model that directs its attacks against the bearer during the Combat phase cannot be modified by any weapon either.

Glamourweave

max 1 per Army

Enemies that view this brooch become entranced by its hypnotic colours and patterns.

Enemy models must make a Leadership test before making any rolls To Hit against the wearer of the Glamourweave during the Combat phase. If this test is failed, only rolls of a natural 6 will hit.

The White Cloak

max 1 per Army

Blessed by Ar-Ulric, the magics within this fine cloak protect the wearer from the hottest flame.

The wearer of the White Cloak has a 5+ Ward save against any wounds suffered, and a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.

Jade Amulet

max 1 per Army

Potent jade talismans are given in thanks for services performed on behalf of the Cult of Sigmar.

The bearer is immune to the Killing Blow special rule. If the bearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.

Mantle Of The Damsel Elena

max 1 per Army

Legend has it that Elena continued fighting the Goblin hordes even as the venom of a thousand spider bites coursed through her veins.

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.

Sirienne's Locket

max 1 per Army

Sirienne, as skilled at conventional arts as she was at the art of magic, crafted this exquisite charm into a likeness of the Lady.

Models 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.

Rune of the True Beast

max 1 per Army

This sigil of pure savagery is carved into the flesh of only the mightiest Beastlords, causing even the greatest of monsters to cower before the unbridled ferocity of this raging predator.

Enemy models whose troop type is ‘monster’ suffer a -1 modifier to their Weapon Skill characteristic whilst within 6" of the bearer of the Rune of the True Beast.

Dark Heart

max 1 per Army

Beastmen rip the still beating hearts from their defeated rivals.

In battle, they will feed upon these grisly trophies, claiming the strength of their vanquished enemies.

Single use. During the Command sub-phase of their turn, the bearer of a Dark Heart can consume it. The model immediately recovers one lost Wound.

Crown of Everlasting Conquest

max 1 per Army

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.

Brazen Collar

max 1 per Army

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).

Crown of Kings

max 1 per Army

Ancient and ornate crowns are a symbol that servitude extends beyond the bounds of death.

Monarch of Nehekhara only. During the Command sub-phase of their turn, if they are not engaged in combat, the wearer of a Crown of Kings may attempt to resurrect the fallen (see page 154) by making a Leadership test. If this test is passed, a single friendly unit of Skeleton Warriors, Skeleton Archers, Skeleton Horsemen or Skeleton Horse Archers that is within this model’s Command range recovers D3+1 Wounds.

Collar of Shapesh

max 1 per Army

This ornate collar is a powerful charm that trades the life of one for that of another.

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.

Glowy Green Amulet

max 1 per Army

This unimposing green amulet glows ever brighter as it absorbs magic. Sooner or later it is going to explode! 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.

The Collar of Zorga

max 1 per Army

Zorga was a respected War Boar wrangler. When his magical collar was stolen, he became a snack for his porcine pets.

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’.

Dawnstone

max 1 per Army

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.

Talisman Of Protection

max 1 per Army

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.

Paymaster’s Coin

max 1 per Army

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.

Obsidian Lodestone

max 1 per Army

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).

Luckstone

max 1 per Army

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.

Mantle of Stone

max 1 per Army

Stitched from the flayed flesh of failed sorcerer-apprentices, a Stone Mantle preserves the wearer and reminds them of failure’s price.

The wearer of a Mantle of Stone has a +1 modifier to their Toughness characteristic, but a -1 modifier to their Initiative characteristic.

Hellshard

max 1 per Army

The malice of its wearer resides within the Hellshard’s black depths, waiting to be unleashed on any who would dare spill their blood.

If the bearer of the Hellshard loses their last Wound to an enemy attack during the Combat phase, the unit that made the attack suffers D6 Strength 5 hits, each with an AP of -1.

Glowy Green Amulet

max 1 per Army

This unimposing green amulet glows ever brighter as it absorbs magic. Sooner or later it is going to explode! 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.

The Collar of Zorga

max 1 per Army

Zorga was a respected War Boar wrangler. When his magical collar was stolen, he became a snack for his porcine pets.

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’.

Glowy Green Amulet

max 1 per Army

This unimposing green amulet glows ever brighter as it absorbs magic. Sooner or later it is going to explode! 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.

The Collar of Zorga

max 1 per Army

Zorga was a respected War Boar wrangler. When his magical collar was stolen, he became a snack for his porcine pets.

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’.

Sparkly Wizard Finda

max 1 per Army

Disappointingly, this arcane gem has never helped find a single sparkly Wizard, though it does shine brightly when used to beat one to a bloody pulp!

The bearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules.

Effigy Of Mork

max 1 per Army

Be it a string of lucky escapes, arcane enchantment, or perhaps the divine intervention of the cunning (yet brutal) Mork, this small trinket seems to keep the wearer out of danger.

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.

Amulet Of The Serpent

max 1 per Army

Cast in antique gold with glittering emeralds for eyes, this magical snake amulet laces the weapons of nearby Nehekharan warriors with a fast-acting and deadly venom.

The bearer of the Amulet of the Serpent and any unit they have joined gains the Poisoned Attacks special rule.

Relic Of The Desert Sun

max 1 per Army

With their withered, mummified forms vulnerable to open flame, some Tomb Kings placed their faith in the sun god Ptra to protect them.

The bearer of the Relic of the Desert Sun is not subject to the Dry as Dust or Flammable special rules

Grail Pendant

max 1 per Army

The power of the Lady floods through her most devoted warriors, giving them strength to endure the most grievous wounds.

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.

Lucky Heirloom

max 1 per Army

Though it may appear as junk to others, some warriors dare not enter the fray without some charm they had about their person when they first escaped death.

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

Crown of Everlasting Conquest

max 1 per Army

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.

Brazen Collar

max 1 per Army

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).

Crown of Everlasting Conquest

max 1 per Army

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.

Brazen Collar

max 1 per Army

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).

Talisman Of The Carrion Crow

max 1 per Army

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.

Talisman Of The Soaring Eagle

max 1 per Army

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.

Sacred Incense

max 1 per Army

This bundle of incense, blessed by the wardens of the Shrine of Asuryan, will burn for days, wreathing its bearer with the scented smoke of the temples.

Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.

Witch Hunter’s Ward

max 99 per Army

The hunters of witches have long carried blessed trinkets to shield them from the evils they stalk.

A model that bears a Witch Hunter’s Ward has the Magic Resistance (-2) special rule. In addition, once per game, the bearer of a Witch Hunter’s Ward can re-roll a single failed Armour Save roll.

Slayer’s Hourglass

max 99 per Army

As the sand tumbles through the hourglass, the decapitating strikes and snapping jaws of monstrous beasts become sluggish and slow.

Enemy models whose troop type is ‘monster’ suffer a -1 modifier to their Weapon Skill characteristic whilst in base contact with the bearer of the Slayer’s Hourglass.

Circlet Of Atrazar

max 1 per Army

This gem-studded circlet radiates an aura that protects its wearer from harm.

The wearer of the Circlet of Atrazar has +1 Wound on their profile. [cite: 23] In addition, if the bearer's troop type is 'infantry' or cavalry, they have a + 1 modifier to their Toughness characteristic.

Enchanted Items

Brass Orb

max 1 per Army

This fist-sized orb of whirling cogs is capable of opening a crack into the twisting Realm of Chaos.

Single use. Instead of attacking normally during the Combat phase, the bearer of the Brass Orb can toss it at a specific model within a unit they are engaged in combat with, such as a champion or a character. Make a single roll To Hit. If successful, the target model must make an Initiative test. If this test is failed, the target model is removed from play as a casualty.

Skalm

max 1 per Army

This rare healing balm is smeared on wounds and is even rumoured to prolong a Skaven’s life.

Single use. During the Command sub-phase of their turn, the bearer of Skalm can use it. The model immediately recovers a single lost Wound and, until your next Start of Turn subphase, has a +1 modifier to their Toughness characteristic.

Skavenbrew

max 1 per Army

Brewed from warpstone and blood, Skavenbrew drives humble Skaven into a fighting frenzy.

Single use. Skaven Warlords and Skaven Chieftains only.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Skavenbrew 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 Frenzy special rule.

Cloak Of Feathers

max 1 per Army

When the wearer of this finely woven cloak extends their arms, the feathers rise up like powerful wings, lifting them into the air.

Skink Heroes whose troop type is ‘infantry’ only. The wearer of the Cloak of Feathers gains the Fly (10) and Swiftstride special rules.

Venom Of The Firefly Frog

max 1 per Army

Extracted from the rare and deadly firefly frog, even a tiny amount of this poison can prove fatal.

All attacks made during the Combat phase by the bearer of the Venom of the Firefly Frog have the Poisoned Attacks and Flaming Attacks special rules.

Note that this only applies to non-magical weapons and does not apply to a model’s mount (should it have one).

Horned One

max 1 per Army

Horned Ones are a very rare, highly intelligent and preternaturally swift sub-species of Cold One.

This magic item may only be taken by a Saurus Hero mounted on a Cold One. This character’s mount loses the Stupidity special rule and has Movement characteristic of 8.

Jade Lion

max 1 per Army

Jade Lions are revered in Cathay for their bravery, and amulets carved into their likeness inspire great courage.

The bearer of the Jade Lion and their unit may re-roll any failed Fear, Panic, Rally or Terror test.

Daemon-Slayer Scars

max 1 per Army

Daemonic beasts are hunted in the Warpstone Desert and bled into lead jars. This acidic ichor is used as warpaint, giving the wearer a truly terrifying appearance.

The bearer of Daemon-slayer Scars gains the Terror special rule.

Fistful Of Laurels

max 1 per Army

Symbols of leadership snatched from the corpses of enemy commanders impress Ogres only briefly.

Single use. The bearer of a Fistful of Laurels and their unit may re-roll the 2D6 when making a Break test.

Black Dragon Egg

max 1 per Army

When a Black Dragon egg is eaten, the properties of the Dragon are temporarily passed on.

Single use. During the Command sub-phase of their turn, the bearer of a Black Dragon Egg can consume it. Until the end of that turn, the model has a Toughness characteristic of 6 (which cannot be improved further) and gains noxious breath (see page 18).

Hydra’s Tooth

max 1 per Army

Fangs are taken from the maw of a slain Hydra and crafted into deadly throwing weapons.

A Hydra’s Tooth is a missile weapon with the following profile:

R S AP Special Rules
9" S -3 Magical Attacks, Move & Shoot, Quick Shot

Notes: This weapon can target a specific model within the target unit, such as a champion or a character

The Guiding Eye

max 1 per Army

Set in black iron, this oval ruby grants mystical sight to the wearer.

Single use. The bearer of the Guiding Eye and any unit they have joined may re-roll any failed rolls To Hit made during the Shooting phase.

Helm Of Commandment

max 1 per Army

This ancient and corroded helmet can be used to infuse Undead servants with the wearer’s sentience, making them formidable fighters.

Necromancers and Wights only. During the Command subphase of their turn, this character may attempt to enhance the sentience of those around them 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 a +D3 modifier to their Weapon Skill characteristic (to a maximum of 10).

Hand Of Dust

max 1 per Army

The severed hand of the Great Necromancer himself, the mere proximity of this withered appendage can drain all life and vitality from mortals, leaving them as desiccated husks.

Necromancers only. This model can cast the following Bound spell, with a Power Level of 2. Roll a D6 each time the Hand of Dust is used. On a roll of 1, it crumbles to dust and cannot be used again:
Type: Assailment
Casting Value: 9+
Range: Combat
Effect: The target enemy unit suffers 2D6 Strength 5 hits, each with an AP of -1.

Cloak Of Mist & Shadows

max 1 per Army

This cloak frees the wearer from the bonds of their physical form, allowing them to move through solid matter like a ghost.

Necromancers whose troop type is ‘infantry’ only. The wearer of the Cloak of Mist & Shadows gains the Ethereal special rule.

Null Stone

max 1 per Army

Those with the Mage sight see the bearer of this smooth, black stone pendant as a dark void, an unsettling patch of nothingness in the realm of magic.

Whilst within the Command range of the bearer, all Wizards (friend or foe) suffer a -1 modifier to their Casting and Dispel rolls.

In addition, during the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to use the Null Stone by making a Leadership test (using their own unmodified Leadership). If this test is passed, until your next Start of Turn sub-phase, this character cannot be targeted by any spells and is immune to the effects of any spells.

The Cloak Of Beards

max 1 per Army

An aura of fear and anger hangs about this grisly trophy of the War of the Beard, filling allies and enemies alike with unease.

The wearer of the Cloak of Beards causes Terror. However, so unnerving is the cloak that other models cannot use the wearer’s Leadership.

Seed Of Rebirth

max 1 per Army

A seed from the heart of Athel Loren, gifted to the High Elves by their distant kin, the bearer is imbued with life-giving magic.

The Seed of Rebirth gives its bearer the Regeneration (5+) special rule.

Wraithstone

max 1 per Army

The screams of all who have met death within the bounds of Athel Loren emit from within this crystal.

Unless the bearer of the Wraithstone is fleeing, enemy units suffer a -1 modifier to their Leadership characteristic (to a minimum of 2) whilst within 6" of the bearer.

Hail Of Doom Arrow

max 1 per Army

When shot from a longbow, a Hail of Doom arrow splits into dozens of deadly shards.

Single use. Models with Asrai Longbow only. A Hail of Doom Arrow can be fired as normal from the bearer’s Asrai longbow.
If the roll To Hit is successful, place a small (3") blast template so that its central hole is directly over the centre of the target unit. Any model whose base lies underneath the template risks being hit and suffering a single Strength 4 hit with an AP of -1 and the Magical Attacks special rule.

Wailing Arrow

max 1 per Army

These arrows wail when they draw blood, chilling the soul of even the bravest warrior.

Single use. Models with Asrai Longbow only. A Wailing Arrow can be fired as normal from the bearer’s Asrai longbow.
Any unit that suffers an unsaved wound from this shot must make a Panic test as if it had taken heavy casualties.

Laurels Of Victory

max 1 per Army

Celebrated heroes of the Empire are decorated with golden laurels which magnify their fearsome reputation in the eyes of their enemies.

When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory is worth 2 combat result points, rather than the usual 1.

The Silver Horn

max 1 per Army

The triumphant call of this elegant hunting horn lends speed to the hooves of even the weariest steed.

Characters with the Swiftstride special rule only. The bearer of the Silver Horn (and any unit they have joined) may re-roll the D6 when using the Swiftstride special rule.

Shroud Of Iron

max 1 per Army

This strange device resembles a market trader’s awning. When unfurled, the Shroud of Iron protects its bearer from harm falling from on high.

The bearer of the Shroud of Iron (and any unit they have joined) has a 6+ Ward save against any wounds suffered that were caused by a non-magical template.

Falcon-horn Of Fredemund

max 1 per Army

This ancient horn was used by the Grail Companion, Duke Fredemund of Aquitaine. When blown, it emits a piercing cry, and the skies become filled with flocks of hunting birds.

During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to use the Falcon-horn of Fredemund 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 (X) special rule.

Antlers Of The Great Hunt

max 1 per Army

The knight’s helm is adorned with a splendid set of antlers, the quarry of a great hunt slain by the wearer. The antlers denote exceptional prowess as a horseman and hunter.

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.

Gauntlet Of The Duel

max 1 per Army

When cast down, this enchanted gauntlet magnifies even the tiniest scrap of pride or conceit into a surge of righteous self-belief.

Challenges issued by the bearer of a Gauntlet of the Duel cannot be refused.

Stone of Spite

max 1 per Army

Contained within this glowing stone is the soul of an Ungor, slain in a hideous ritual. When crushed underhoof, a wave of bitterness and spite is released, banishing the Winds of Magic.

Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may use the Stone of Spite. Until your next Start of Turn sub-phase, all Wizards (friend or foe) suffer a -2 modifier to their Casting rolls.

Horn of the First Beast

max 1 per Army

This immeasurably ancient, fossilised horn is said to be taken from the skull of the First Beast. When it is sounded, Beastmen find the savage fury of their race swelling within their hearts.

Unless the bearer of the Horn of the First Beast is fleeing, any friendly unit that is within 18" of this model may use its Leadership characteristic when testing for Primal Fury.

Skin of Man

max 1 per Army

The wearer of this flayed and sigil-encrusted human pelt is under a glamour, making them appear no more than a particularly ugly peasant. When the skin is cast aside, the awful truth is revealed.

Beastmen Chieftains and Beastmen Shamans whose troop type is ‘infantry’ only. The wearer of the Skin of Man gains the Scouts and Vanguard special rules.

Pendant of Damnation

max 1 per Army

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.

Helm of Many Eyes

max 1 per Army

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.

Favour of the Gods

max 1 per Army

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.

Cloak of the Dunes

max 1 per Army

This tattered cloak is infused with the magic of the deserts, enabling its wearer to transform into an abrasive storm of sand that cuts through the foe.

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.

Icon of Rulership

max 1 per Army

The hero’s chariot bears a totemic standard that pulses with greatness and proclaims their many victories over their enemies.

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.

Death Mask of Kharnutt

max 1 per Army

The expressionless Death Mask of Kharnutt has borne witness to the demise of untold thousands over its long millennia, causing an aura of dread and despair to hang heavily about it.

The wearer of the Death Mask of Kharnutt gains the Terror special rule.

Big Boss ’At

max 1 per Army

Orcs and Goblins are easily impressed, and this ornate helmet is particularly impressive. What’s more, the Boss insists that wearing it makes them braver and cleverer, which must be true.

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.

'Eadbuttin''At

max 1 per Army

’Eadbuttin’ contests are popular in Orc culture. Especially cunning (or brutal) participants employ magical means to improve their odds.

An ’Eadbuttin’ ’At gives its wearer the Impact Hits (1) special rule. This Impact Hit has an Armour Piercing characteristic of -2.

Fungus Wine

max 1 per Army

Night Goblins cultivate many strange fungi, the most potent of which are fermented into mind-altering wines.

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.

Wizarding Hat

max 1 per Army

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.

Flying Carpet

max 1 per Army

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.

Healing Potion

max 1 per Army

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.

Ruby Ring Of Ruin

max 1 per Army

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.

Potion Of Strength

max 1 per Army

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).

Potion Of Toughness

max 1 per Army

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).

Potion Of Speed

max 1 per Army

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).

Potion Of Foolhardiness

max 1 per Army

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.

Daemonic Familiar

max 1 per Army

The Chaos Dwarfs bind many daemonic creatures to their will. In battle, these entities cluster about their master’s enemies, feeding hungrily upon the wards that protect them.

Enemy models engaged in combat with the owner of a Daemonic Familiar must reduce the armour value of any Ward or Regeneration save they have by 1, to a minimum of 6+.

Breath Of Hashut

max 1 per Army

Through the blackest of sorceries, the breath of Hashut can be sealed within an earthen jar and unleashed upon his foes.

Single use. The Breath of Hashut is a breath weapon with the following profile:
R S AP Special Rules
N/A 4 -2 Breath Weapon, Flaming Attacks, Magical Attacks

Obsidian Vambraces

max 1 per Army

Carved of cold, hard obsidian, these powerful yet fragile artefacts ward against magic.

The wearer of the Obsidian Vambraces has a +1 modifier to their Strength characteristic and the Magic Resistance (-1) special rule. However, if they roll a natural 1 when making a roll To Hit during the Combat phase, the gauntlets shatter into pieces and can no longer be used.

Big Boss ’At

max 1 per Army

Orcs and Goblins are easily impressed, and this ornate helmet is particularly impressive. What’s more, the Boss insists that wearing it makes them braver and cleverer, which must be true.

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.

'Eadbuttin''At

max 1 per Army

’Eadbuttin’ contests are popular in Orc culture. Especially cunning (or brutal) participants employ magical means to improve their odds.

An ’Eadbuttin’ ’At gives its wearer the Impact Hits (1) special rule. This Impact Hit has an Armour Piercing characteristic of -2.

Fungus Wine

max 1 per Army

Night Goblins cultivate many strange fungi, the most potent of which are fermented into mind-altering wines.

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.

Big Boss ’At

max 1 per Army

Orcs and Goblins are easily impressed, and this ornate helmet is particularly impressive. What’s more, the Boss insists that wearing it makes them braver and cleverer, which must be true.

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.

'Eadbuttin''At

max 1 per Army

’Eadbuttin’ contests are popular in Orc culture. Especially cunning (or brutal) participants employ magical means to improve their odds.

An ’Eadbuttin’ ’At gives its wearer the Impact Hits (1) special rule. This Impact Hit has an Armour Piercing characteristic of -2.

Fungus Wine

max 1 per Army

Night Goblins cultivate many strange fungi, the most potent of which are fermented into mind-altering wines.

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.

Necklace Of Blessed Teef

max 1 per Army

Plucked from the jaws of enemies and fashioned into crude jewellery, the teef that hang from this necklace have been blessed by Mork (or possibly Gork) to protect the wearer as they thunder into battle.

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.

Grisly Trophy Rack

max 1 per Army

Covered in the decaying scalps and flayed skulls of conquered enemies, this totem is a foul reminder of the fate that awaits those who fall to the boss’ blade.

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).

Da Thinkin’ Orc’s ’At

max 1 per Army

With the overpowering need to bash skulls removed from their mind, the wearer might now think twice about charging headlong into an Empire artillery battery!

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.

Staff Of Awakening

max 1 per Army

Carried only by the most revered Liche Priests, this powerful artefact amplifies the wielder’s already formidable necromantic talents.

High Priest only.
When the wielder of the Staff of Awakening uses the Arise! special rule on a friendly unit whose troop type is ‘infantry’ or ‘cavalry’, that unit recovers an additional D3 Wounds.

Orb Of Ptra

max 1 per Army

Upon uttering a prayer to the mighty Ptra, this orb becomes as bright as the midday sun, confounding enemy archers.

Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.

The Seal Of Parravon

max 1 per Army

Those with the skill-at-arms to win the famed tourney of Parravon are masters of their chosen weapons and carry the Seal of Parravon as a token of their victory.

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.

Crusader’s Clarion

max 1 per Army

Upon hearing the sound of this gilded trumpet, the warhorses beneath the gallant knights of Bretonnia thunder into battle with renewed strength and vigour.

The Crusader’s Clarion may only be taken by a model in an Errantry Crusade Army of Infamy that is mounted on a Bretonnian Warhorse only.
On a turn in which the bearer of the Crusader’s Clarion charged, their mount and all mounts in the unit they have joined have a +1 modifier to their Strength characteristic.

Wyrmbreath Vial

max 1 per Army

By consuming the deep red liquid contained within this vial, it is said that the drinker can summon forth the fury of the great Dragons that dwell in the mountain ranges surrounding the Border Princes.

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

Pendant of Damnation

max 1 per Army

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.

Helm of Many Eyes

max 1 per Army

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.

Favour of the Gods

max 1 per Army

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.

Pendant of Damnation

max 1 per Army

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.

Helm of Many Eyes

max 1 per Army

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.

Favour of the Gods

max 1 per Army

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.

Bloodskull Pendant

max 1 per Army

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.

Rod Of The Damned

max 1 per Army

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.

Daemon-forged Barding

max 1 per Army

The wicked, hell-forged blades that cover this barding slice and maim the enemy as the rider crashes through their ranks.

Daemon-forged barding may only be taken by a model whose troop type is ‘cavalry’ in a Heralds of Darkness Army of Infamy.

On a turn in which the bearer charged, their mount and all mounts in any unit they have joined have a +1 modifier to their Attacks characteristics.

Ring Of Fury

max 99 per Army

The Elves of Ulthuan are known for their skill at crafting magical rings, and black iron Rings of Fury are popular amongst Elven warriors.

The wielder of a Ring of Fury can cast the Hammerhand spell from Lore of Battle Magic as a Bound spell, with a Power Level of 2.

Ring Of Taal

max 1 per Army

By evoking the name of Taal, the primordial god of the wilderness, the wearer shields themselves in nature’s grasp.

Single use. The bearer of the Ring of Taal may cast the Oaken Shield spell from the Lore of Battle Magic (see page 321 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 3.

Squintsoffen’s Marvellous Magnifier

max 99 per Army

Popularised by its namesake, this pocket-sized spyglass allows the bearer to more easily target distant enemies on the battlefield.

A Squintsoffen’s Marvellous Magnifier may only be taken by models in a City-state of Nuln Army of Infamy. The bearer of a Magnifier and any unit they have joined does not suffer the usual -1 To Hit modifier when shooting at Long Range.

Gem Of Courage

max 99 per Army

Enchanted by Celaer in the reign of Bel-Korhadris, these small gems are awarded by the Phoenix King to the boldest heroes of Ulthuan in recognition of their bravery.

A Gem of Courage may only be taken by a model in a Chracian Warhost Army of Infamy. Single use. Once per game, when required to make a Break test, the bearer of a Gem of Courage (and their unit) may roll an extra D6 and discard the highest result.

Amulet Of The Tempest

max 1 per Army

About this delicate and unadorned silver amulet the Winds of Magic boil with a storm's fury, confounding the wits of enemy Wizards.

The Amulet of the Tempest may only be taken by a model in a Sea Guard Garrison Army of Infamy. Whilst within 9" of the bearer of the Amulet of the Tempest, enemy Wizards cannot add their Level of Wizardry to their Casting rolls.

Ring Of Fortune

max 1 per Army

Though soldiers are encouraged not to be superstitious or carry lucky charms, even experienced commanders know not to tempt fate.

Single use. The bearer of the Ring of Fortune can re-roll any failed rolls To Wound made during the Combat phase.

Arcane Items

Warp Condenser

max 1 per Army (Solo Hechiceros )

This rune-inscribed power pack is covered with copper coil wiring, flywheels, and enchanted mechanisms to draw extra energy from the fickle Winds of Magic.

The bearer of the Warp Condenser increases their Dispel range by 3". Additionally, when attempting to cast a Magic Missile spell, the bearer of the Warp Condenser gains a +1 modifier to their Casting roll. Finally, should they miscast a spell, the bearer of the Warp Condenser can re-roll the result rolled on the Miscast table

Storm Daemon

max 1 per Army (Solo Hechiceros )

Created by the Warlock Engineers of Clan Skryre, this warpstonepowered device crackles with barely contained power.

This model can cast the following Bound spell, with a Power
Level of 1:
Type: Magic Missile
Casting Value: 8+
Range: 18"
Effect: The target enemy unit suffers D3+1 Strength 5 hits, each with an AP of -2.

Warpstone Tokens

max 1 per Army (Solo Hechiceros )

Pieces of refined warpstone are consumed by power-hungry Skaven Wizards.

A Wizard may purchase up to three Warpstone Tokens, each of which is single use. Before making a Casting roll, a Wizard may choose to consume a single Warpstone Token. For each Token consumed, they may roll an additional D3 and add its result to their Casting roll. However, for each natural 1 that is rolled, the Wizard loses a single Wound.

Cube Of Darkness

max 1 per Army (Solo Hechiceros )

Through careful contemplation, this small black cube may be opened for a fraction of a second, drawing the Winds of Magic into its depths.

Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. In addition, all ‘remains in play’ spells currently in play are dispelled, including spells cast by friendly Wizards.

Itxi Grub

max 1 per Army (Solo Hechiceros )

The Wizard carries a gourd containing magically charged (and delicious) Itxi grubs.

Single use. Before making a Casting roll, the bearer may attempt to consume a single Itxi Grub by making a Toughness test. If this test is passed, the bearer may apply a +3 modifier to the Casting roll. However, if this test is failed, the bearer immediately loses a single Wound.

Cupped Hands Of The Old Ones

max 1 per Army (Solo Hechiceros )

A sphere of glowing light extends around the bearer as the divine protection of the Old Ones deflects the uncontrolled maelstrom of the Winds of Magic.

Should the bearer of the Cupped Hands of the Old Ones miscast a spell, roll a D6. On a roll of 1, the bearer rolls on the Miscast table as normal. On a roll of 2+, the bearer instead nominates an enemy character. Centre a 3" blast template over this character. Every model whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -2.

Halfling Cookbook

max 1 per Army (Solo Hechiceros )

The culinary secrets contained within the Halfling Cookbook are a source of great power.

The bearer of the Halfling Cookbook increases their Command range, Dispel range and the range of a single spell chosen by their controlling player (not including range ‘self ’ spells) by 3".

Hellheart

max 1 per Army (Solo Hechiceros )

Biting into the heart of a Chaos Spawn, the Ogre creates a vortex of magical anarchy.

Single use. During the Command sub-phase of their turn, the bearer of the Hellheart may consume it. When they do so, they immediately lose a single Wound. However, until your next Start of Turn sub-phase, if any enemy Wizard rolls any natural double when making a Casting roll, the spell is miscast.

Grut’s Sickle

max 1 per Army (Solo Hechiceros )

Swinging the sickle of Grut the Bloodthirsty, a Butcher fuels their magic with the blood of their kin.

After making a Casting roll, the bearer of Grut’s Sickle may use it to roll an additional D3 and add its result to their Casting roll. However, a single friendly model within 3" of the bearer immediately loses a single Wound.

Note that the result of this additional D3 cannot cause a miscast or a perfect invocation.

Black Staf

max 1 per Army (Solo Hechiceros )

A Black Staff is the talisman of the High Mistresses of the Convent of Sorceresses.

The bearer of the Black Staff may use it 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.

Focus Familiar

max 1 per Army (Solo Hechiceros )

The Wizard channels their spells through the eyes of an arcane homunculus.

Single use. The owner of a Focus Familiar may use it when they attempt to cast a spell. Place a marker (such as a Familiar model) completely within 12" of the owner. The range and all effects of the spell are measured from this marker, rather than from the owner. If the spell requires a line of sight, this is determined from the marker (which has a 360° vision arc).

Tome Of Furion

max 1 per Army (Solo Hechiceros )

Furion of Clar Karond inscribed his knowledge onto sheets of flayed skin.

The bearer of the Tome of Furion knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.

Skull Staf

max 1 per Army (Solo Hechiceros )

The Skull Staff constantly whispers to its bearer, revealing the secrets of their foes and predicting the ebb and flow of the Winds of Magic.

The bearer of the Skull Staff increases their Dispel range by 3" and, when attempting a Wizardly dispel, may apply a +1 modifier to their Dispel roll.

Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.

Sceptre Of De Noirot

max 1 per Army (Solo Hechiceros )

The Necromancer de Noirot suffered a terrible demise when he invoked the power of this sceptre and raised more of the Undead than he could control.

The bearer of the Sceptre of de Noirot may attempt to resurrect the fallen by using the Invocation of Nehek special rule twice during their Command sub-phase (rather than the usual once). Roll a D6 each time the sceptre is used. On a roll of 1, the bearer loses a single Wound.

Spell Familiar

max 1 per Army (Solo Hechiceros )

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.

Sigil Of Asuryan

max 1 per Army (Solo Hechiceros )

The sigil is tattooed on the hand of the Mage using inks prepared in the sacred flame of Asuryan itself. After use it quickly fades to nothing.

Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required.

Note that a perfect invocation cannot be dispelled.

Annulian Crystal

max 1 per Army (Solo Hechiceros )

Dug from beneath the Annulii Mountains, this crystal has been shaped by the magical vortex that swathes Ulthuan, so that it draws magical energy towards it.

Once per turn, upon successfully casting a spell, the bearer of the Annulian Crystal can choose to forget that spell and immediately generate another (not including signature spells) in the usual manner.

Note that it is possible the Wizard might generate the spell they just forgot, or one forgotten in a previous turn. Consider it fate.

Silvery Wand

max 1 per Army (Solo Hechiceros )

This slender wand is covered with many intricately carved lines of winding runes in an ancient script.

The bearer of the Silvery Wand 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.

Deepwood Sphere

max 1 per Army (Solo Hechiceros )

This twisted and thorny orb of ebony wood speaks to the trees in the bitterest words of vengeance and spite, exhorting them to strike down all who intrude upon them.

Unless the bearer of the Deepwood Sphere is fleeing or engaged in combat, they may use it when an enemy Wizard that is within 6" of a woodland terrain feature successfully casts a spell. If they do so, no dispel attempt can be made and the spell is cast as normal. Once the spell has been resolved, the enemy Wizard immediately suffers D3 Strength 4 hits, each with an AP of -1.

Oaken Stave

max 1 per Army (Solo Hechiceros )

This crooked staff awakens the power of Athel Loren itself against those enemies that would use their magic to harm it.

Whilst within 3" of a woodland terrain feature, the bearer of the Oaken Stave increases their Dispel range by 3".
Additionally, whilst within 3" of a woodland terrain feature, the bearer may roll an extra D6 when making the Dispel roll and discard the lowest result.

Wand Of Wych Elm

max 1 per Army (Solo Hechiceros )

Fashioned from the innately magical Wych Elm tree, this humble wand allows its bearer to easily bend the Winds of Magic to their will.

Once per turn, if they are within 3" of a woodland terrain feature, the bearer of the Wand of Wych Elm may re-roll a failed Casting roll.

Book Of Ashur

max 1 per Army (Solo Hechiceros )

Written by an Elven Mage, this comprehensive book of magic is a priceless text for those that practice the art of magic… unless this copy is a poorly proofread and badly edited reproduction, that is.

The bearer of the Book of Ashur increases their Dispel range by 3" and, unless they roll any natural double, may apply a +1 modifier to any of their Casting or Dispel rolls. However, if the bearer rolls any natural double when making a Casting or Dispel roll, the book has proven to be a poor reproduction, full of glaring errors, and the +1 modifier cannot be applied to that roll.

Wizard’s Familiar

max 1 per Army (Solo Hechiceros )

Many Wizards keep familiars, supernatural creatures that aid them in their arcane studies. Often, this aid is apparent in the ease with which the Wizard dispels the conjurations of their enemies. 0-1 per Wizard. The owner of a Wizard’s Familiar may apply a +1 modifier to any of their Dispel rolls.

Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.

Wizard’s Staff

max 1 per Army (Solo Hechiceros )

Throughout the Old World, Wizards carry ensorcelled staffs through which they can channel and direct their powers.

The bearer of the Wizard’s Staff gains a +1 modifier to their Casting roll when attempting to cast an Assailment spell or a Magic Missile.

Silver Mirror

max 1 per Army (Solo Hechiceros )

This lethal trinket is at first sight merely a vanity mirror, but woe betide the magic user that underestimates its true abilities...

Single use. The bearer of the Silver Mirror may use it when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. If 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.

Sacrament Of The Lady

max 1 per Army (Solo Hechiceros )

These thin, translucent wafers have been blessed by the Lady herself and imbued with a fragment of her power.

Single use. The bearer of a 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.

Prayer Icon Of Quenelles

max 1 per Army (Solo Hechiceros )

When opened, this prayer icon displays a meticulously rendered image of the Lady that inspires unfettered devotion.

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.

The Plague Chalice

max 1 per Army (Solo Hechiceros )

This rotted wooden chalice is filled with a vile brew of blood and pus. Any Shaman that sups from it is wracked with pain, even as raw magic courses through their veins.

If the bearer of the Plague Chalice rolls any natural double when making a Casting roll (not including rolls of a natural double 1), the spell is cast as a perfect invocation, regardless of its casting value or of any other modifiers. However, each time the bearer casts a perfect invocation, they suffer a Strength 4 hit with no armour save permitted (Ward and Regeneration saves can be attempted as normal).

Hagtree Fetish

max 1 per Army (Solo Hechiceros )

A crudely carved effigy of a hagtree, this shamanic heirloom can spell doom for the Bray-Shaman’s foe when brandished with the appropriate curse.

Whenever the bearer of the Hagtree Fetish successfully casts a Magic Missile, they may re-roll any failed rolls To Wound.

Jagged Dagger

max 1 per Army (Solo Hechiceros )

This potent sacrificial tool radiates the pain and anger of a thousand ritual offerings made to the Ruinous Powers.

The Jagged Dagger can only be used by a Wizard that has joined a unit. Before making a Casting roll, the bearer of the Jagged Dagger may make a sacrifice. One model belonging to the bearer’s unit is immediately removed from play as a casualty. The bearer may then modify their Casting roll by adding the Wounds characteristic of the sacrificed model to the result.

Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.

Skull of Katam

max 1 per Army (Solo Hechiceros )

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.

Infernal Puppet

max 1 per Army (Solo Hechiceros )

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.

Spell Familiar

max 1 per Army (Solo Hechiceros )

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.

Enkhil’s Kanopi

max 1 per Army (Solo Hechiceros )

Within this dusty clay vessel resides the wicked heart of the Liche Priest Enkhil. Should it ever be opened, the spirit of the jealous priest consumes the magic of his rivals.

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.

Hieratic Jar

max 1 per Army (Solo Hechiceros )

This earthenware jar, sealed with wax and bound with glyphs, contains the magically charged remains of a once-mighty Liche Priest.

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).

Scarab Brooch

max 1 per Army (Solo Hechiceros )

From far beneath the desert sands, scuttling dead things are drawn towards this blackened brooch.

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".

Glittering Wotnots

max 1 per Army (Solo Hechiceros )

Supposedly made from the shards of a shattered magic mirror, these gaudy gems hung from a Shaman’s staff will sometimes reflect hostile magic back upon its caster.

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.

Buzgob’s Knobbly Staff

max 1 per Army (Solo Hechiceros )

The famed Great Shaman Buzgob once attempted to channel so much Waaagh! magic that he vanished in a flash of light, leaving behind only his staff and sticky green mist.

Once per turn, the bearer of the Buzgob’s Knobbly Staff may re-roll a Casting roll.

Idol of Mork

max 1 per Army (Solo Hechiceros )

On the eve of battle, Orc and Goblin Shamans often craft small idols of Mork, hoping that the most cunning (but brutal) of deities will watch over them.

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.

Feedback Scroll

max 1 per Army (Solo Hechiceros )

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.

Scroll Of Transmogrification

max 1 per Army (Solo Hechiceros )

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).

Wand Of Jet

max 1 per Army (Solo Hechiceros )

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.

Lore Familiar

max 1 per Army (Solo Hechiceros )

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).

Power Scroll

max 1 per Army (Solo Hechiceros )

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.

Dispel Scroll

max 1 per Army (Solo Hechiceros )

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.

Arcane Familiar

max 1 per Army (Solo Hechiceros )

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.

Earthing Rod

max 1 per Army (Solo Hechiceros )

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.

Daemon Flask

max 1 per Army (Solo Hechiceros )

This rune-inscribed vessel holds a raging daemonic entity of phenomenal power. When unleashed its screams can shatter stone and cause the ground to split asunder as it flees into the æther.

Single use. During the Command sub-phase of their turn, the bearer of the Daemon Flask may open it. When they do so, all enemy units that are within this character’s Command range must make a Panic test.

Vial of Lammasu Blood

max 1 per Army (Solo Hechiceros )

The blood of a Lammasu is a powerful ward against magic. Consuming it still warm allows a sorcerer to dispel the petty conjurations of their rivals with ease.

Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required.

Note that a perfect invocation cannot be dispelled

Scroll Of Binding

max 1 per Army (Solo Hechiceros )

Chaos Dwarf Sorcerers make many foul bargains with Daemons, hoping to increase their powers. These infernal contracts are etched in blood upon scrolls of binding.

Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, the Wizard rolls 3D6 when making their Casting roll (rather than the usual 2D6). However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.

Glittering Wotnots

max 1 per Army (Solo Hechiceros )

Supposedly made from the shards of a shattered magic mirror, these gaudy gems hung from a Shaman’s staff will sometimes reflect hostile magic back upon its caster.

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.

Buzgob’s Knobbly Staff

max 1 per Army (Solo Hechiceros )

The famed Great Shaman Buzgob once attempted to channel so much Waaagh! magic that he vanished in a flash of light, leaving behind only his staff and sticky green mist.

Once per turn, the bearer of the Buzgob’s Knobbly Staff may re-roll a Casting roll.

Idol of Mork

max 1 per Army (Solo Hechiceros )

On the eve of battle, Orc and Goblin Shamans often craft small idols of Mork, hoping that the most cunning (but brutal) of deities will watch over them.

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.

Glittering Wotnots

max 1 per Army (Solo Hechiceros )

Supposedly made from the shards of a shattered magic mirror, these gaudy gems hung from a Shaman’s staff will sometimes reflect hostile magic back upon its caster.

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.

Buzgob’s Knobbly Staff

max 1 per Army (Solo Hechiceros )

The famed Great Shaman Buzgob once attempted to channel so much Waaagh! magic that he vanished in a flash of light, leaving behind only his staff and sticky green mist.

Once per turn, the bearer of the Buzgob’s Knobbly Staff may re-roll a Casting roll.

Idol of Mork

max 1 per Army (Solo Hechiceros )

On the eve of battle, Orc and Goblin Shamans often craft small idols of Mork, hoping that the most cunning (but brutal) of deities will watch over them.

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.

Staff Of Baduumm

max 1 per Army

Once carried by the famous Orc Shaman Baduumm, this charred
wooden staff still contains large reserves of the raw Waaagh! power
that evaporated its namesake.

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.

Note that this item’s effects are in addition to the effects of rolling a natural double 1 or double 6 when making a Casting roll.

Idol Of Gork

max 1 per Army

Before heading into a scrap, Orc and Goblin Shamans will craft small idols of Gork, the most brutal (but cunning) of deities to aid them in crumpin’ their enemies and disrupting their magic.

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.

Da Hag’s Brew

max 1 per Army

Few are sure on exactly what goes into the foetid drink, but its effect is undeniable, imbuing the drinker with the ability to harness the dank magic of the Troll Hags.

Orc Shamans, Goblin Shamans and Night Goblin Shamans only. In addition to the Lores of Magic they may normally know spells from, the bearer of Da Hag’s Brew may know spells from the Lore of Troll Magic (see page 44).

Phâzerakt’s Kanopi

max 1 per Army

It is said that Phâzerakt’s spirit can be unleashed from within the ornate vessel in which it is trapped to aid in a mass summoning.

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

Curse-Weaver Wand

max 1 per Army

The power within this accursed wand seeks only to enfeeble the enemies of its wielder.

The bearer of the Curse-weaver Wand gains a +1 modifier to their Casting roll when attempting to cast a Hex spell.

Tablets Of Tahoth

max 1 per Army

These powerful relics of Tahoth’s wisdom crumble to dust once their power is spent.

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.

Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.

Heart Of The Wilds

max 1 per Army

Gifted to Damsel Elliea long ago by the Wood Elves of Athel Loren, this thrumming, mossy stone flows with magical power, drawing upon the strength of nature to fuel its wielder’s arcane efforts.

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 (as described on page 269 of the Warhammer: the Old World rulebook). 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.

Diadem Of Power

max 1 per Army

When accompanying their baron’s knights into battle, damsels and prophetesses have donned this jewel-studded band to help them channel the more destructive power that they wield in order to smite the Lady’s enemies.

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.

Flamestrike Wand

max 1 per Army

Crafted from the charred branch of an ancient oak that was almost totally consumed in a forest fire, this wand allows the bearer to summon forth that same devastating inferno.

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 (see page 321 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 3.

Skull of Katam

max 1 per Army (Solo Hechiceros )

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.

Infernal Puppet

max 1 per Army (Solo Hechiceros )

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.

Spell Familiar

max 1 per Army (Solo Hechiceros )

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.

Skull of Katam

max 1 per Army (Solo Hechiceros )

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.

Infernal Puppet

max 1 per Army (Solo Hechiceros )

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.

Spell Familiar

max 1 per Army (Solo Hechiceros )

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.

Sceptre Of Power

max 1 per Army

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.

Grimoire Of Ogvold

max 1 per Army

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.

Tome Of The Dark Gods

max 1 per Army

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.

Staff Of Solidity

max 1 per Army

The Staff of Solidity absorbs and dissipates malign energy, protecting its wielder from harm.  

Single use. Once per game, when the bearer of the Staff of Solidity is required to roll on the Miscast table, they may choose not to.

Crystal Ball

max 1 per Army

Wizards who serve at court often rely upon reading portents and divining the future in order to best advise their masters.

Once per turn, you may make your opponent re-roll a single roll To Hit or To Wound made against a friendly character model that is within the Command range of the bearer of the Crystal Ball.

Twin-tailed Wand

max 1 per Army

Though its origin is unknown, this impractical wand allows its
bearer to unleash a torrent of magical force.

Once per turn, the bearer of the Twin-tailed Wand may attempt to cast one of their spells a second time. However, should they miscast a spell, the bearer is overwhelmed by the Winds of Magic and, instead of rolling on the Miscast table, suffers D3 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).

Tome Of Midnight

max 1 per Army

As Wizards are often left to pursue their own paths to power, many end up perusing texts unfit for mortal minds.

The bearer of the Tome of Midnight may apply a +1 modifier to any of their Casting rolls when attempting to cast spells from the Lore of Daemonology, Dark Magic or Necromancy.
In addition, they know one more spell (chosen in the usual way) than is normal for their Level of Wizardry. However, the bearer can only cast a number of spells equal to their Level of Wizardry per turn and is subject to the Loner special rule.

The Vortex Shard

max 1 per Army

Hewn from a shattered Waystone, the Vortex Shard has the power to becalm the Winds of Magic.

Single use. A Wizard may use this item instead of making a dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. In addition, all 'Remains in Play' spells currently in play are dispelled, including spells cast by friendly Wizards.

The Trickster's Pendant

max 1 per Army

Though the pendants worn by devotees of Loec the Trickster are simple, they are loaded with power.

Single use. A. Wizard may use the Trickster's Pendant when attempting a Wizardly dispel If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. le the spell is dispelled, the Wizard that attempted to cast it cannot attempt to cast any more spells for the remainder of the current turn. However, if a double 1 is rolled on any two of the dice rolled, the bearer is outclassed in the art.

Encantamiento de Estandarte

Banner Of Iron Resolve

max 1 per Army

No regiment that stands beneath the Banner of Iron Resolve has ever fled from the foe.

A unit carrying the Banner of Iron Resolve gains the Stubborn special rule.

Razor Standard

max 1 per Army

Hung with hundreds of wickedly sharp blades, an air of sharpness radiates outwards from the Razor Standard.

A unit carrying the Razor Standard gains the Armour Bane (2) special rule.

Rampaging Banner

max 1 per Army

As a matter of honour, those that fight beneath the Rampaging Banner are always first into the fray.

When a unit carrying the Rampaging Banner declares a charge, it may re-roll its Charge roll.

The Blazing Banner

max 1 per Army

An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.

A unit carrying the Blazing Banner gains the Flaming Attacks special rule.

War Banner

max 1 per Army

A proud banner of great age. Those that march beneath the War Banner fight with grim resolve.

When calculating its combat result, a unit carrying the War Banner may claim an additional bonus of +1 combat result point.

Valorous Standard

max 1 per Army

Knights who ride under this banner sing lustily and cry in joy for the sheer love of battle.

A unit carrying the Valorous Standard rolls 3D6 when making a Break test and discards the highest result.

Conqueror's Tapestry

max 1 per Army

The morning after a battle, the victorious knights awaken to find their exploits depicted within this enchanted tapestry.

Any enemy standard captured by a unit carrying the Conqueror’s Tapestry is worth 100 Victory Points as a trophy of war.

Errantry Banner

max 1 per Army

This tattered banner has travelled the length and breadth of the Old World and beyond, instilling its bearers with fiery zeal.

All models in a unit carrying the Errantry Banner have a +1 modifier to their Strength characteristic during a turn in which they charge. However, the unit also gains the Impetuous special rule.

Banner Of Châlons

max 1 per Army

Awestruck enemies are unable to tear their gaze away from this magnificent banner.

Enemy units cannot declare a Stand & Shoot charge reaction against a unit carrying the Banner of Châlons.

Banner Of The Lady’s Grace

max 1 per Army

This finely crafted standard depicts the Lady’s first meeting with Gilles le Breton, the first king of Bretonnia, inspiring courage and valour in all who fight alongside it.

A unit carrying the Banner of the Lady’s Grace ignores all negative modifiers to its Leadership characteristic.

Banner Of Honourable Warfare

max 1 per Army

Though no knight would ever take to the field of battle with bow or sling, those who fight under the banner pursue those who do with extreme prejudice.

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.

Crusader’s Tapestry

max 1 per Army

Those that fight beneath this silken banner are inspired to ever greater acts of heroism, hoping that maybe their own exploits will be woven into its rich history.

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.

Army organisation

Characters

Characters

(50% Max)

Core

Core

(33% Min)

Special

Special

(50% Max)

Rare

Rare

(33% Max)

Mercenaries

Mercenaries

(25% Max)

Characters
Characters Special Characters

Lady Élisse Duchaard

225 pts miniatura individual
Tropas M WS BS S T W I A Ld Tipo de Tropa
Lady Élisse Duchaard - 4 3 3 4 5 3 2 8
Ariandir 10 4 - 4 - - 5 2 -

Magic options

gratis
Characters

Duke

175 pts miniatura individual
Tropas M WS BS S T W I A Ld Tipo de Tropa
Duke 4 7 3 5 4 4 5 5 9

Magic Weapons

70 pts
65 pts
60 pts
60 pts
55 pts
50 pts
50 pts
45 pts
40 pts
35 pts
30 pts
25 pts
25 pts
20 pts
20 pts
20 pts
15 pts
15 pts
5 pts

Magic Armour

70 pts
60 pts
60 pts
40 pts
40 pts
35 pts
45 pts
30 pts
25 pts
20 pts
10 pts
5 pts

Talismans

40 pts
35 pts
30 pts
25 pts
25 pts
25 pts
20 pts
15 pts

Enchanted Items

45 pts
40 pts
40 pts
35 pts
35 pts
30 pts
25 pts
25 pts
25 pts
20 pts
10 pts
5 pts
5 pts

Command group options

gratis
Max one General by Army Max 1 entry

Options

3 pts
4 pts
4 pts
hasta 100 pts
2 pts
hasta 0 pts
70 pts
60 pts
55 pts
50 pts
45 pts
40 pts
35 pts
30 pts
25 pts
20 pts
15 pts
10 pts
5 pts
5 pts

Mount options

Select at most one mount option Max 1 entry
Select at least one mount option Min 0 entry
16 pts
30 pts
60 pts
120 pts
15 pts
Characters

Baron

100 pts miniatura individual
Tropas M WS BS S T W I A Ld Tipo de Tropa
Baron 4 6 3 4 4 3 5 4 9

Magic Weapons

70 pts
65 pts
60 pts
60 pts
55 pts
50 pts
50 pts
45 pts
40 pts
35 pts
30 pts
25 pts
25 pts
20 pts
20 pts
20 pts
15 pts
15 pts
5 pts

Magic Armour

70 pts
60 pts
60 pts
45 pts
40 pts
40 pts
35 pts
30 pts
25 pts
20 pts
10 pts
5 pts

Talismans

40 pts
35 pts
30 pts
25 pts
25 pts
25 pts
20 pts
15 pts

Enchanted Items

45 pts
40 pts
40 pts
35 pts
30 pts
35 pts
25 pts
25 pts
25 pts
20 pts
10 pts
5 pts
5 pts

Command group options

gratis
Max one General by Army Max 1 entry

Options

3 pts
4 pts
4 pts
gratis
15 pts
20 pts
hasta 75 pts
2 pts
hasta 0 pts
70 pts
60 pts
55 pts
50 pts
45 pts
40 pts
35 pts
30 pts
25 pts
20 pts
15 pts
10 pts
5 pts
5 pts

Mount options

Select at most one mount option Max 1 entry
Select at least one mount option Min 0 entry
16 pts
30 pts
60 pts
120 pts
15 pts
Characters

Prophetess

135 pts miniatura individual
Tropas M WS BS S T W I A Ld Tipo de Tropa
Prophetess 4 4 3 3 3 3 3 2 8

Magic options

gratis
gratis
gratis
30 pts

Magic Weapons

70 pts
65 pts
60 pts
60 pts
55 pts
50 pts
50 pts
45 pts
40 pts
35 pts
30 pts
25 pts
25 pts
20 pts
20 pts
20 pts
15 pts
15 pts
5 pts

Magic Armour

70 pts
60 pts
60 pts
40 pts
40 pts
35 pts
45 pts
30 pts
25 pts
20 pts
10 pts
5 pts

Talismans

40 pts
35 pts
30 pts
25 pts
25 pts
25 pts
20 pts
15 pts

Enchanted Items

45 pts
40 pts
40 pts
35 pts
35 pts
30 pts
25 pts
25 pts
25 pts
20 pts
10 pts
5 pts
5 pts

Arcane Items

60 pts
50 pts
45 pts
40 pts
35 pts
35 pts
30 pts
30 pts
25 pts
20 pts
20 pts
15 pts
5 pts

Command group options

gratis
Max one General by Army Max 1 entry

Options

hasta 100 pts

Mount options

Select at most one mount option Max 1 entry
Select at least one mount option Min 0 entry
12 pts
16 pts
35 pts
60 pts
Characters

Paladin

60 pts miniatura individual
Tropas M WS BS S T W I A Ld Tipo de Tropa
Paladin 4 6 3 4 4 2 4 3 8

Magic Weapons

50 pts
50 pts
45 pts
40 pts
35 pts
30 pts
25 pts
20 pts
20 pts
15 pts
25 pts
20 pts
15 pts
5 pts

Magic Armour

45 pts
40 pts
40 pts
35 pts
30 pts
25 pts
20 pts
10 pts
5 pts

Talismans

40 pts
35 pts
30 pts
25 pts
25 pts
25 pts
20 pts
15 pts

Enchanted Items

45 pts
40 pts
40 pts
35 pts
35 pts
30 pts
25 pts
25 pts
25 pts
20 pts
10 pts
5 pts
5 pts

Command group options

gratis
Max one General by Army Max 1 entry

(0-1 por Ejército)

gratis

(0-1 por Ejército)

75 pts
60 pts
50 pts
40 pts
40 pts

(0-1 por Ejército)

40 pts
30 pts
30 pts
25 pts
25 pts

(0-1 por Ejército)

25 pts
20 pts

Options

3 pts
4 pts
4 pts
gratis
15 pts
20 pts
hasta 50 pts
2 pts
hasta 0 pts
70 pts
60 pts
55 pts
50 pts
45 pts
40 pts
35 pts
30 pts
25 pts
20 pts
15 pts
10 pts
5 pts
5 pts

Mount options

Select at least one mount option Min 0 entry
Select at most one mount option Max 1 entry
16 pts
30 pts
60 pts
Characters

Damsel

60 pts miniatura individual
Tropas M WS BS S T W I A Ld Tipo de Tropa
Damsel 4 3 3 3 3 2 3 1 7

Magic options

gratis
gratis
gratis
30 pts

Magic Weapons

50 pts
50 pts
45 pts
40 pts
35 pts
30 pts
25 pts
25 pts
20 pts
20 pts
20 pts
15 pts
15 pts
5 pts

Magic Armour

45 pts
40 pts
40 pts
35 pts
30 pts
25 pts
20 pts
10 pts
5 pts

Talismans

40 pts
35 pts
30 pts
25 pts
25 pts
25 pts
20 pts
15 pts

Enchanted Items

45 pts
40 pts
40 pts
35 pts
35 pts
30 pts
25 pts
25 pts
25 pts
20 pts
10 pts
5 pts
5 pts

Arcane Items

50 pts
45 pts
35 pts
40 pts
35 pts
30 pts
30 pts
25 pts
20 pts
20 pts
15 pts
5 pts

Command group options

gratis
Max one General by Army Max 1 entry

Options

hasta 50 pts

Mount options

Select at least one mount option Min 0 entry
Select at most one mount option Max 1 entry
12 pts
16 pts
35 pts
Characters

Sergeant-at-Arms

45 pts miniatura individual
Tropas M WS BS S T W I A Ld Tipo de Tropa
Sergeant-at-Arm 4 4 2 4 3 2 4 2 7

Magic Weapons

25 pts
25 pts
20 pts
20 pts
15 pts
15 pts
5 pts
20 pts

Magic Armour

25 pts
20 pts
10 pts
5 pts

Talismans

25 pts
25 pts
25 pts
20 pts
15 pts

Enchanted Items

25 pts
25 pts
25 pts
20 pts
10 pts
5 pts
5 pts

Command group options

gratis
Max one General by Army Max 1 entry

Options

2 pts
2 pts
2 pts
hasta 25 pts
2 pts

Mount options

Select at least one mount option Min 0 entry
Select at most one mount option Max 1 entry
12 pts
Core
Core

Knights Errant

95 pts + 19 pts/miniatura adicional 5-99 miniaturas
Tropas M WS BS S T W I A Ld Tipo de Tropa
Knights Errant - 3 2 3 3 1 3 1 7
Gallant - 3 2 3 3 1 3 2 7
Bretonnian Warhorse 8 3 - 3 - - 3 1 -

Command group options

6 pts
6 pts
hasta 25 pts
25 pts
25 pts

(0-1 por Ejército)

25 pts
20 pts
6 pts
Core

Knights of the Realm on Foot

55 pts + 11 pts/miniatura adicional 5-99 miniaturas
Tropas M WS BS S T W I A Ld Tipo de Tropa
Knights of the Realm 4 4 2 3 3 1 3 1 8
First Knight 4 4 2 3 3 1 3 2 8

Command group options

6 pts
hasta 25 pts
6 pts
hasta 25 pts
25 pts
25 pts

(0-1 por Ejército)

25 pts
20 pts
6 pts

Magic Weapons

25 pts
20 pts
20 pts
15 pts
25 pts
20 pts
15 pts
5 pts

Magic Armour

25 pts
20 pts
10 pts
5 pts

Options

2 pts/mini.
1 pts/mini.

Talismans

25 pts
25 pts
25 pts
20 pts
15 pts

Enchanted Items

25 pts
25 pts
25 pts
20 pts
10 pts
5 pts
5 pts
Core

Mounted Knights of the Realm

120 pts + 24 pts/miniatura adicional 5-99 miniaturas
Tropas M WS BS S T W I A Ld Tipo de Tropa
Knights of the Realm - 4 2 3 3 1 3 1 8
First Knight - 4 2 3 3 1 3 2 8
Bretonnian Warhorse 8 3 - 3 - - 3 1 -

Command group options

7 pts
hasta 25 pts
7 pts
hasta 25 pts
25 pts
25 pts

(0-1 por Ejército)

25 pts
20 pts
7 pts

Magic Weapons

25 pts
20 pts
20 pts
15 pts
25 pts
20 pts
15 pts
5 pts

Magic Armour

25 pts
20 pts
10 pts
5 pts

Talismans

25 pts
25 pts
25 pts
20 pts
15 pts

Enchanted Items

25 pts
25 pts
25 pts
20 pts
10 pts
5 pts
5 pts
Special
Special

Peasant Bowmen

50 pts + 5 pts/miniatura adicional 10-99 miniaturas
Tropas M WS BS S T W I A Ld Tipo de Tropa
Peasant Bowmen 4 2 3 3 3 1 3 1 7
Bowmen Master 4 2 4 3 3 1 3 1 7

Command group options

7 pts
5 pts
5 pts

Options

1 pts/mini.
gratis
gratis
10 pts
20 pts
Special

Questing Knights

130 pts + 26 pts/miniatura adicional 5-99 miniaturas
Tropas M WS BS S T W I A Ld Tipo de Tropa
Questing Knight - 5 2 4 3 1 4 1 8
Paragon - 5 2 4 3 1 4 2 8
Bretonnian Warhorse 8 3 - 3 - - 3 1 -

Command group options

7 pts
hasta 25 pts
7 pts
hasta 100 pts

(0-1 por Ejército)

75 pts
60 pts
50 pts
40 pts
40 pts

(0-1 por Ejército)

40 pts
30 pts
30 pts
25 pts
25 pts

(0-1 por Ejército)

25 pts
20 pts
7 pts

Magic Weapons

25 pts
20 pts
20 pts
15 pts
25 pts
20 pts
15 pts
5 pts

Magic Armour

25 pts
20 pts
10 pts
5 pts

Options

70 pts
60 pts
55 pts
50 pts
45 pts
40 pts
35 pts
30 pts
25 pts
20 pts
15 pts
10 pts
5 pts
5 pts

Talismans

25 pts
25 pts
25 pts
20 pts
15 pts

Enchanted Items

25 pts
25 pts
25 pts
20 pts
10 pts
5 pts
5 pts
Special

Pegasus Knights

165 pts + 55 pts/miniatura adicional 3-99 miniaturas
Tropas M WS BS S T W I A Ld Tipo de Tropa
Pegasus Knight - 4 2 4 4 2 3 1 8
First Knight - 4 2 4 4 2 3 2 8
Barded Pegasus 7 3 - 4 - - 4 2 -

Command group options

7 pts
7 pts
hasta 50 pts
50 pts
40 pts
40 pts

(0-1 por Ejército)

40 pts
30 pts
30 pts
25 pts
25 pts

(0-1 por Ejército)

25 pts
20 pts
7 pts
Rare
Rare

Grail Knights

114 pts + 38 pts/miniatura adicional 3-99 miniaturas
Tropas M WS BS S T W I A Ld Tipo de Tropa
Grail Knight - 6 2 4 4 1 5 2 9
Grail Guardian - 6 2 4 4 1 5 3 9
Bretonnian Warhorse 8 3 - 3 - - 3 1 -

Magic Weapons

50 pts
50 pts
45 pts
40 pts
35 pts
30 pts
25 pts
25 pts
20 pts
20 pts
20 pts
15 pts
15 pts
5 pts

Command group options

7 pts
hasta 50 pts
7 pts
hasta 100 pts

(0-1 por Ejército)

75 pts
60 pts
50 pts
40 pts
40 pts

(0-1 por Ejército)

40 pts
30 pts
30 pts
25 pts
25 pts

(0-1 por Ejército)

25 pts
20 pts
7 pts

Magic Armour

45 pts
40 pts
40 pts
35 pts
30 pts
25 pts
20 pts
10 pts
5 pts

Options

70 pts
60 pts
55 pts
50 pts
45 pts
40 pts
35 pts
30 pts
25 pts
20 pts
15 pts
10 pts
5 pts
5 pts

Talismans

40 pts
35 pts
30 pts
25 pts
25 pts
25 pts
20 pts
15 pts

Enchanted Items

45 pts
40 pts
40 pts
35 pts
35 pts
30 pts
25 pts
25 pts
25 pts
20 pts
10 pts
5 pts
5 pts
Rare

Mounted Yeomen

65 pts + 13 pts/miniatura adicional 5-99 miniaturas
Tropas M WS BS S T W I A Ld Tipo de Tropa
Mounted Yeomen - 3 3 3 3 1 3 1 6
Warden - 3 3 3 3 1 3 2 6
Warhorse 8 3 - 3 - - 3 1 -

Command group options

5 pts
5 pts
5 pts

Options

2 pts/mini.
1 pts/mini.
2 pts/mini.
Mercenaries
Mercenaries

Empire Knights

84 pts + 21 pts/miniatura adicional 4-99 miniaturas
Tropas M WS BS S T W I A Ld Tipo de Tropa
Empire Knight - 4 3 3 3 1 3 1 8
Preceptor - 4 3 3 3 1 3 2 8
Barded Warhorse 7 3 - 3 - - 3 1 -

Magic Weapons

100 pts
65 pts
65 pts
60 pts
55 pts
50 pts
50 pts
45 pts
35 pts
30 pts
25 pts
25 pts
20 pts
20 pts
15 pts
15 pts
5 pts

Command group options

6 pts
hasta 25 pts
6 pts
hasta 25 pts
25 pts
25 pts
15 pts
10 pts
6 pts

Magic Armour

70 pts
60 pts
45 pts
40 pts
35 pts
35 pts
30 pts
25 pts
20 pts
10 pts
5 pts

Options

1 pts/mini.
1 pts/mini.
gratis
2 pts/mini.
1 pts/mini.

Talismans

35 pts
30 pts
30 pts
25 pts
25 pts
20 pts
15 pts

Enchanted Items

45 pts
40 pts
40 pts
35 pts
30 pts
25 pts
20 pts
15 pts
10 pts
10 pts
5 pts
Mercenaries

Inner Circle Knights

116 pts + 29 pts/miniatura adicional 4-99 miniaturas
Tropas M WS BS S T W I A Ld Tipo de Tropa
Inner Circle Knight - 4 3 4 3 1 4 1 9
Inner Circle Preceptor - 4 3 4 3 1 4 2 9
Barded Warhorse 7 3 - 3 - - 3 1 -

Command group options

7 pts
hasta 50 pts
7 pts
hasta 50 pts
50 pts
50 pts
40 pts
30 pts
25 pts
25 pts
15 pts
10 pts
7 pts

Magic Weapons

100 pts
65 pts
65 pts
60 pts
55 pts
50 pts
50 pts
45 pts
35 pts
30 pts
25 pts
25 pts
20 pts
20 pts
15 pts
15 pts
5 pts

Magic Armour

70 pts
60 pts
45 pts
40 pts
35 pts
35 pts
30 pts
25 pts
20 pts
10 pts
5 pts

Options

1 pts/mini.
1 pts/mini.
gratis
2 pts/mini.

Talismans

35 pts
30 pts
30 pts
25 pts
25 pts
20 pts
15 pts

Enchanted Items

45 pts
40 pts
40 pts
35 pts
30 pts
25 pts
20 pts
15 pts
10 pts
10 pts
5 pts