
Warriors of Chaos - Wolves Of The Sea (v2024)
Magic Weapons
The Fellblade
max 1 per ArmyThis 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 ArmyThis 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 ArmyBlessed 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 ArmyWarlock 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 ArmySupposedly 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 ArmyAs 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 ArmyMade 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 ArmyThe 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 ArmyChiselled 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 ArmyThe 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 ArmyThis 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 ArmyThis 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 ArmyA 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 ArmyThe 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 ArmyFinely 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 ArmyAn 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 ArmyThis 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 ArmyThis 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 ArmyThis 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 ArmyOnce 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 ArmyA 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 ArmyTo 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 ArmySome 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 ArmyThis 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 ArmyWhen 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 ArmyThe 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 ArmyStrung 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 ArmyA 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 ArmyAt 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 ArmyThis 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 ArmyThe 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 ArmyA 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 ArmyThis 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 ArmyThis 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 ArmyThis 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 ArmyThis 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 ArmyThis 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 ArmyA 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 ArmyThe 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 ArmyCrafted 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 ArmyThis 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 ArmyThis 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 ArmyThis 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 ArmyForged 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 ArmyImbued 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 ArmyThese 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 ArmyThis 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 ArmyCrafted 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 ArmyVague 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 ArmyMost 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 ArmyThis 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 ArmyThe 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 ArmyA 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 ArmyA 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 ArmyFine 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 ArmyA 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 ArmyA 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 ArmyForged 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 ArmyA 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 ArmyCrafted 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 ArmyQuenched 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 ArmyBound 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 ArmyThe 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 ArmyEngraved 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 ArmyOnce 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 ArmyThis 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 ArmyThis 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 ArmySaid 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 ArmyA 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 ArmyVague 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 ArmyMost 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 ArmyThis 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 ArmyThe 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 ArmyVague 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 ArmyMost 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 ArmyThis 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 ArmyThe 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 ArmyWhile 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 ArmyWarboss 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 ArmyIn 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 ArmyBeing 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 ArmyThose 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 ArmyMany 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 ArmyCrackling 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 ArmyA 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 ArmyIn 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 ArmyEnchanted 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 ArmyImbued 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 ArmyEven 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 ArmyThis 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 ArmyThis 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 ArmyThis 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 ArmyForged 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 ArmyThis 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 ArmyThis 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 ArmyThis 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 ArmyForged 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 ArmyThis 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 ArmyBy 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 ArmyThe 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 ArmyThis 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 ArmyCrafted 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 ArmyForged 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 ArmyForged 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 ArmyForged 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 ArmyThose 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 ArmyThis 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 ArmyWrought 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 ArmyThis 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 ArmyCunningly 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 ArmyThis 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 ArmyHostile 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 ArmyThe 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 ArmyThe 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 ArmyThis 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 ArmyThe 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 ArmyWhen 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 ArmyStitched 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 ArmySome 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 ArmyEvery 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 ArmyCrafted 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 ArmyThis 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 ArmyWoven 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 ArmyEngraved 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 ArmyThis 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 ArmyInscribed 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 ArmyThis 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 ArmyThe 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 ArmyThis 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 ArmyThis 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 ArmyThe 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 ArmyForged 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 ArmyBursting 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 ArmyFoul 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 ArmyThis 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 ArmyThe 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 ArmyA 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 ArmyPolished 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 ArmyEach 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 ArmyA 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 ArmyThe 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 ArmyThis 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 ArmyA 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 ArmyA 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 ArmyOnce 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 ArmyThis 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 ArmyFoul 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 ArmyThis 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 ArmyFoul 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 ArmyThis 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 ArmyThis 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 ArmyPossessed 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 ArmyIt 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 ArmyProtective 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 ArmyWhilst 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 ArmyCovered 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 ArmyThis 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 ArmyThe 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 ArmyThis 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 ArmyThe 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 ArmyThis 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 ArmyA 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 ArmyEnchanted 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 Armyhis 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 ArmyDecorated 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 ArmyA 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 ArmyWarpstone-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 ArmyThe 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 ArmyThis 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 ArmyBlessed 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 ArmyThis 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 ArmyFinely 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 ArmyThe 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 ArmySwirled 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 ArmyAn 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 ArmyThe 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 ArmyWrapped 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 ArmyPotent 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 ArmyThe 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 ArmyEnemies 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 ArmyBlessed 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 ArmyPotent 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 ArmyLegend 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 ArmySirienne, 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 ArmyThis 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 ArmyBeastmen 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 ArmyThe 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 ArmyChampions 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 ArmyAncient 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 ArmyThis 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 ArmyThis 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 ArmyZorga 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 ArmyThe 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 ArmyA 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 ArmyThis 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 ArmyAn 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 ArmyCan 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 ArmyStitched 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 ArmyThe 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 ArmyThis 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 ArmyZorga 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 ArmyThis 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 ArmyZorga 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 ArmyDisappointingly, 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 ArmyBe 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 ArmyCast 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 ArmyWith 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 ArmyThe 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 ArmyThough 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 ArmyThe 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 ArmyChampions 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 ArmyThe 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 ArmyChampions 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 ArmyThe 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 ArmyThose 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 ArmyThis 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 ArmyThe 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 ArmyAs 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 ArmyThis 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 ArmyThis 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 ArmyThis 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 ArmyBrewed 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 ArmyWhen 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 ArmyExtracted 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 ArmyHorned 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 ArmyJade 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 ArmyDaemonic 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 ArmySymbols 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 ArmyWhen 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 ArmyFangs 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 ArmySet 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 ArmyThis 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 ArmyThe 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 ArmyThis 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 ArmyThose 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 ArmyAn 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 ArmyA 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 ArmyThe 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 ArmyWhen 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 ArmyThese 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 ArmyCelebrated 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 ArmyThe 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 ArmyThis 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 ArmyThis 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 ArmyThe 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 ArmyWhen 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 ArmyContained 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 ArmyThis 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 ArmyThe 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 ArmyThis 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 ArmyThis 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 ArmyThe 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 ArmyThis 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 ArmyThe 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 ArmyThe 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 ArmyOrcs 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 ArmyNight 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 ArmyThis 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 ArmyWoven 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 ArmyPurveyors 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 ArmyUttering 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 ArmyA 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 ArmyDistilled 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 ArmyA 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 ArmyA 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 ArmyThe 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 ArmyThrough 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 ArmyCarved 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 ArmyOrcs 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 ArmyNight 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 ArmyOrcs 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 ArmyNight 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 ArmyPlucked 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 ArmyCovered 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 ArmyWith 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 ArmyCarried 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 ArmyUpon 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 ArmyThose 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 ArmyUpon 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 ArmyBy 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 ArmyThis 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 ArmyThis 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 ArmyThe 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 ArmyThis 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 ArmyThis 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 ArmyThe 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 ArmyFilled 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 ArmyForged 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 ArmyThe 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 ArmyThe 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 ArmyBy 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 ArmyPopularised 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 ArmyEnchanted 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 ArmyAbout 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 ArmyThough 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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 ArmyOnce 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 ArmyBefore 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 ArmyFew 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 ArmyIt 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 ArmyThe 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 ArmyThese 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 ArmyGifted 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 ArmyWhen 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 ArmyCrafted 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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 (Wizard only )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 ArmyThose 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 ArmyOgvold 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 ArmyThis 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 ArmyThe 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 ArmyWizards 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 ArmyThough 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 ArmyAs 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 ArmyHewn 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 ArmyThough 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.
Banner enchantement
Banner Of Iron Resolve
max 1 per ArmyNo 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 ArmyHung 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 ArmyAs 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 ArmyAn 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 ArmyA 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.
Banner of the Gods
max 1 per ArmyForged in the red-lit depths of Zharr-Naggrund, the Banner of the Gods induces dread in the enemy and unshakeable courage in the servants of Chaos.
A unit carrying the Banner of the Gods ignores all negative modifiers to its Leadership characteristic.
Doom Totem
max 1 per ArmyA collection of ragged skins strung over a framework of bone, the Doom Totem exudes a potent magic that demoralises and appals all who look upon it.
All enemy units that can draw a line of sight to the model carrying the Doom Totem suffer a -1 modifier to their Leadership characteristic.
Blasted Standard
max 1 per ArmyThe Blasted Standard burns with coruscating magical flames that explode outward to consume any missile that comes near it.
A unit carrying the Blasted Standard may re-roll any rolls of a natural 1 when making an Armour Save roll against wounds suffered during the Shooting phase.
Banner of Rage
max 1 per ArmySewn from strings of congealed gore, this banner radiates a bloodlust so strong that those beneath it are goaded into a state of permanent rage.
A unit carrying the Banner of Rage gains the Frenzy special rule. However, unlike other Frenzied units, this unit cannot lose this special rule.
Banner Of The Dark Powers
max 1 per ArmyPulsing with iridescent light, this banner shields those who march beneath it from all but the most potent magic.
A unit carrying the Banner of the Dark Powers gains the Magic Resistance (-3) special rule
Icon Of Darkness
max 1 per ArmyThis accursed icon is cloaked in endless shadow, the darkness shielding those who bear it from view as they march.
Any enemy model that targets a unit carrying the Icon of Darkness during the Shooting phase suffers an additional -1 To Hit modifier
Sea Raider’s Crest
max 1 per ArmyThe flags flown by notorious raiders strike fear into the hearts of those who eke out an existence by the sea.
The Sea Raider’s Crest may only be taken by a model in a Wolves of the Sea Army of Infamy. A unit carrying the Sea Raider’s Crest gains the Fear special rule. If the unit already has the Fear special rule, it gains the Terror special rule.
Army organisation

Characters
(50% Max)
.png)
Core
(25% Min)
.png)
Special
(50% Max)

Rare
(25% Max)
.png)
Mercenaries
(20% Max)

Allies
(25% Max)


Frydaal The Chainmaker
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Frydaal The Chainmaker | 4 | 6 | 3 | 5 | 4 | 3 | 5 | 4 | 9 |


Galrauch, The Great Drake
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Galrauch, The Great Drake | 6 | 6 | 3 | 6 | 6 | 6 | 4 | 6 | 9 |

Daemon Prince
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Daemon Prince | 6 | 7 | 5 | 6 | 5 | 4 | 7 | 5 | 9 |

Chaos Lord
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Lord | 4 | 7 | 3 | 5 | 5 | 4 | 6 | 5 | 9 |


Marauder Tribe Chieftains
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Marauder Tribe Chieftains | 4 | 5 | 3 | 4 | 4 | 2 | 4 | 3 | 8 |

Exalted Champion
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Exalted Champion | 4 | 6 | 3 | 5 | 4 | 3 | 5 | 4 | 8 |

Mount Warhorse
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - |

Aspiring Champion
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Aspiring Champion | 4 | 5 | 3 | 4 | 4 | 2 | 4 | 3 | 8 |

Mount Chaos Steed
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Steed | 7 | 3 | - | 4 | - | - | 3 | 1 | - |

Mount Daemonic Mount
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Daemonic Mount | 8 | 4 | - | 45 | - | (+1) | 3 | 2 | - |

Mount Chaos Chariot
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Chariot | - | - | - | 5 | 5 | 4 | - | - | - | |
Chaos Charioteer(2) | - | 5 | 3 | 4 | - | - | 4 | 1 | 8 | |
Chaos Steed(2) | 7 | 3 | - | 4 | - | - | 3 | 1 | - |
ModelRules

Mount Gorebeast Chariot
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Chariot | - | - | - | 5 | 5 | 4 | - | - | - | |
Chaos Charioteer(2) | - | 5 | 3 | 4 | - | - | 4 | 1 | 8 | |
Garobest | 6 | 4 | - | 5 | - | - | 2 | 3 | - |
ModelRules

Mount Manticore
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Manticore | 6 | 5 | - | 5 | - | (+4) | 5 | 4 | - |

Mount Chaos Dragon
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Dragon | 6 | 6 | - | 7 | (+1) | (+6) | 4 | 6 | - |

Sorcerer Lord
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Sorcerer Lord | 4 | 5 | 3 | 4 | 4 | 3 | 4 | 3 | 8 |

Exalted Sorcerer
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Exalted Sorcerer | 4 | 4 | 3 | 4 | 4 | 2 | 4 | 2 | 8 |
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Chaos Warriors
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Warrior | 4 | 5 | 3 | 4 | 4 | 1 | 4 | 1 | 8 | |
Champion | 4 | 5 | 3 | 4 | 4 | 1 | 4 | 2 | 8 |
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Skin Wolves
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Skin Wolf | 7 | 5 | - | 4 | 4 | 3 | 4 | 3 | 7 | |
Skin Wolf Jarl | 7 | 5 | - | 4 | 4 | 3 | 4 | 4 | 7 |
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Marauder Tribe Huscarls
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Marauder Tribe Huscarl | 4 | 4 | 3 | 3 | 4 | 1 | 3 | 1 | 7 | |
First Sword | 4 | 4 | 3 | 3 | 4 | 1 | 3 | 2 | 8 | |
Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - |
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Chaos Chariot
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Chariot | - | - | - | 5 | 5 | 4 | - | - | - | |
Chaos Charioteer(2) | - | 5 | 3 | 4 | - | - | 4 | 1 | 8 | |
Chaos Steed(2) | 7 | 3 | - | 4 | - | - | 3 | 1 | - |
ModelRules
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Chaos Spawn
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Spawn | 2D6 | 3 | 0 | 4 | 5 | 3 | 3 | D6 | 10 |
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Chaos Marauders
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Marauder | 4 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | |
Marauder Chieftain | 4 | 4 | 3 | 3 | 3 | 1 | 3 | 2 | 7 |
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Marauder Horsemen
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Marauder Horsemen | - | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | |
Marauder Horsemaster | - | 4 | 3 | 3 | 3 | 1 | 3 | 2 | 7 | |
Warhorse | 8 | 3 | - | 3 | - | - | 3 | 1 | - |
ModelRules
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Chaos Warhounds
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Warhound | 7 | 4 | 0 | 3 | 3 | 1 | 3 | 1 | 6 | |
Chaos Warhound Handler | 5 | 5 | 3 | 4 | 4 | 1 | 4 | 1 | 8 |
ModelRules
Chaos Warhound
Chaos Warhound Handler
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Marauder Tribe Berserkers
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Marauder Tribe Berserker | 5 | 4 | 3 | 3 | 4 | 1 | 3 | 1 | 7 | |
Headtaker | 5 | 4 | 3 | 3 | 4 | 1 | 3 | 2 | 8 |

Chaos Ogres
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Ogre | 6 | 3 | 2 | 4 | 4 | 3 | 2 | 3 | 7 | |
Champion | 6 | 3 | 2 | 4 | 4 | 3 | 2 | 4 | 7 |

Chaos Trolls
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Troll | 6 | 3 | 1 | 5 | 4 | 3 | 2 | 3 | 4 |

Dragon Ogres
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Dragon Ogre | 7 | 4 | 2 | 5 | 4 | 4 | 2 | 3 | 8 | |
Shartak | 7 | 4 | 2 | 5 | 4 | 4 | 2 | 4 | 8 |

Gigantic Spawn Of Chaos
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Gigantic Spawn | 3D6 | 3 | 0 | 6 | 6 | 6 | 3 | D6+1 | 10 |

Chaos Giant
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Chaos Giant | 6 | 3 | 1 | 6 | 6 | 6 | 2 | * | 10 |

Dragon Ogre Shaggoth
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Dragon Ogre Shaggoth | 7 | - | 2 | 6 | 5 | 6 | 4 | 5 | 9 |
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Bonegrinder Giant
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Bonegrinder Giant | 6 | 3 | 1 | 7 | 6 | 8 | 3 | * | 10 |
.png)
Ungor Herd
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Ungor | 5 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 5 | |
Half-horn | 5 | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 6 |
.png)
Gor Herds
Troops | M | WS | BS | S | T | W | I | A | Ld | Troop's type |
---|---|---|---|---|---|---|---|---|---|---|
Gor | 5 | 4 | 2 | 3 | 4 | 1 | 3 | 1 | 6 | |
True-horn | 5 | 4 | 2 | 3 | 4 | 1 | 3 | 2 | 7 |