Source: Warhammer Fantasy: 6th Edition

Artifacts of the Dark Gods
URL Copied!

Magic Weapons

Chaos Daemon Sword(Magic Weapon)85 points

This most deadly of all blades contains a bound daemon trapped inside. Although powerful, the Daemon Sword is fickle and treacherous and, if not guarded against, it will betray its wielder.

Models with a Mark of Chaos only (except the Mark of Chaos Undivided). A character with a Daemon Sword has the same WS, S, I and A as the Greater Daemon of their patron god (eg. a Champion of Khorne would have Weapon Skill 10, Strength 7, Initiative 10 and Attacks 7). However, every roll of a 1 to hit in close combat means that the attack is resolved against the character instead of the enemy. Furthermore. the character can never re-roll an unmodified 1 to hit in close combat, regardless of the source of the re-roll.

Hellfire Sword(Magic Weapon)75 points

A blade forged in liquid fire so that the heat of its making never cools, but is released upon its victims as each blow is struck.

Any model wounded by the Hellfire Sword (after saves, etc) bursts into flames and suffers an additional D6 wounds with no armour saves allowed. Attacks from the Hellfire Sword count as flaming for the purposes of Regeneration, etc.

Sword of Change(Magic Weapon)75 points

The Sword of Change has the power to warp its foes and mutate them into vile monstrosities, dribbling mindless creatures known as Chaos Spawn.

Roll a D6 every time an enemy character or monster is slain by the Sword of Change. On a roll of 1, 2 or 3 nothing happens. On a roll of 4 or more, the model is turned into a Chaos Spawn controlled by the Chaos player! Replace the model with a Chaos Spawn model. If you do not have a spare Chaos Spawn model the model is slain, but the sword has no additional effect. If the enemy is in a unit, then the Spawn model is placed in contact with the unit on one of its free sides (bearer's choice) and will fight as normal in subsequent combat rounds. The Chaos Spawn starts with only D3 Wounds.

Chaos Runesword(Magic Weapon)70 points

This evil blade was forged by the deluded Dwarf Runesmilh Grugni Ironheart, a secret and embittered worshipper of the Chaos gods.

The wielder gains + 1 Weapon Skill, +1 Strength and +1 Attack.

Whip of Pleasure(Magic Weapon)50 points

This evil blade was forged by the deluded Dwarf Runesmilh Grugni Ironheart, a secret and embittered worshipper of the Chaos gods.

Models with the Mark of Slaanesh only. The wielder gains + 1 Attack, but he cannot carry a shield or banner. In addition, the wielder always strikes first in close combat. If any of the wielder's opponents also always strike first, revert to normal Initiative.

Berserker Sword(Magic Weapon)40 points

The Beserker sword fills all who carry it with an unquenchable battle fury.

The wielder of the Berserker Sword may make additional attacks In every Close Combat phase. The number of additional attacks is equal to half the Unit Strength of all enemy models In base contact (rounding up). For example, a character in contact with two Ogres (combined Unit Strength of 6) would get 3 additional Attacks. If the bearer is involved in a challenge, only the Unit Strength of the opponent is counted.

Rending Sword(Magic Weapon)40 points

The Rending Sword has gnarled teeth along its edge that rip and gnaw at armour and bone. As it is swung, the sword growls and snarls like a wild beast hungry for the taste of raw flesh.

A model wounded by the Rending Sword (after saves. etc) loses not one but D3 wounds.

Blade of Blood(Magic Weapon)35 points

The Blade of Blood was forged by evil sorcerers and quenched in the blood of vampires. It retains a vampiric ability to sap the strength of its victims by draining their essence.

For each unsaved wound which the Blade of Blood causes, the wielder may take a Strength test. If the test is passed, the wielder gains +1 Wound. This may not increase his Wounds value above double its normal number of Wounds. If the test is failed, the wielder loses one Wound.

Filth Mace(Magic Weapon)35 points

This heavy mace oozes pus and slime and contains a dark enchantment that can ensnare the souls of those it slays. The captured soul is bound to the weapon, and can be seen writhing in eternal agony.

Models with the Mark of Nurgle only. All attacks with the Filth Mace count as Poisoned Attacks. In addition, If the bearer of the mace kills an enemy character in close combat, he will cause Terror for the rest of the game.

Soul Cleaver(Magic Weapon)30 points

This blade was forged over a fire of starving souls. Its edges are worked into a thousand tiny mouths, each studded with spiny teeth and rasping tongues. When it strikes a victim, its vitality is drained away by the Soul Cleaver's dark magic.

Any model wounded by the Soul Cleaver (after saves. etc) must pass a Toughness test or suffer an additional wound (with no saves allowed).

This axe is a sign of Khorne's blessing, unerringly seeking out skulls for Khorne's throne, severing heads with bloody sweeps.

Magic Armour

Spelleater Shield(Magic Armour)75 points

The Spelleater Shield is made made daemonhide and adorned with symbols of power. When spells are cast against the bearer, it drains away their power.

Models with the Mark of Khorne only. The Spelleater Shield is treated like a normal shield. In addition, it grants Magic Resistance (2) to the character and any unit he is with. Roll a D6 each time a spell is cast at the bearer of the Spelleater Shield and is dispelled. On a roll of 4 or more, the spell is destroyed and the enemy Wizard may not cast it for the rest of the battle.

Chaos Runeshield(Magic Armour)50 points

The Chaos Runeshield is covered with writhing carvings that have the power to destroy enemy magic.

The Chaos Runeshield is treated like a normal shield. It also negates the power of any magic weapons carried by models in base contact - treat them as ordinary non-magical weapons of their type.

Armour of Tortured Souls(Magic Armour)40 points

This suit of armour is fully enclosed. Nothing remains of the wearer except his spirit and the spirits of those who wore the armour before him.

The Armour of Tortured Souls is a suit of Chaos armour. The wearer counts as having +1 Toughness against mundane attacks (not spells or magic Items. etc).

Armour of Damnation(Magic Armour)30 points

This highly ornate suit of Chaos armour shimmers with unnatural energies that distort the position of the wearer so that the enemy's blows miss their mark.

The Armour of Damnation is a suit Chaos armour. In addition, any model attacking the wearer in close combat must re-roll successful hits.

Bane Shield(Magic Armour)30 points

The Bane hield discharges a magic blast every time it is struck, rebounding the enemy's blows back at him.

The Bane Shield is treated like normal shield. In addition, for each successful armour save in close combat, the shield inflicts a Strength 4 hit on the model that struck the blow.

Crimson Armour of Dargan(Magic Armour)20 points

This armour emits a searing heat which blinds and burns those who dare raise a blade against it.

The Crimson Armour is a suit of Chaos armour. In addition, any model wishing to attack the wearer in close combat must first pass a Leadership test or they may not attack that combat round.

Talismans

Beguiling Gem(Talisman)75 points

The Beguiling Gem is an intricately carved talisman. Those who gaze upon it are transfixed by its otherworldly appearance.

Characters with the Mark of Slaanesh only. All enemy models in base contact with the hearer of the Beguiling Gem must take a Leadership test at the start of every Close Combat phase. Any model which fails is transfixed and may not make any attacks that round, and any attacks made against it by the bearer will hit automatically.

The warrior's helmet is crafted into a magnificent crown of spikes and horns which radiate invigorating dark power.

Amulet of Chaos(Talisman)45 points

The Amulet of Chaos surrounds wearer with a seething miasma of magic that warps and mutates those close by.

At the start of every Chaos Magic phase, any enemy models in contact with the wearer must pass a Strength test or lose one wound, with no armour saves allowed.

Gaze of the Gods(Talisman)30 points

This wrought iron pendant shows that the wearer is particularly favoured and watched by the gods of Chaos. They will protect him if he serves them well, but if he fails them, be will be punished.

The model gains a +4 Ward save. If the model is fleeing at the start of a Chaos Magic phase, for any reason, the wrath of the Chaos gods is immediately visited upon them and they are turned into a Spawn, with the same number of wounds remaining as the character had. If you do not have a Spawn model to replace the character then he simply counts as slain. For Victory points purposes, the character is not counted as slain or below half Wounds unless the Spawn he has turned into is slain or is below half Wounds.

Golden Eye of Tzeentch(Talisman)30 points

This arcane jewel glows brightly, hiding the wearer behind a nimbus of iridescent colours.

Characters with the Mark of Tzeentch only. The model and his mount have a Ward save of 3+ against all normal and magical missiles.

The worshippers of Khorne are sometimes gifted with a heavy studded collar which wards away vile magic.

Arcane Items

Staff of Change(Arcane Item)65 points

The Staff of Change is a symbol of Tzeentcb, Lord of Magic. It focuses Chaos energy, allowing the wielder to control the winds of magic with more precision than any normal sorcerer could ever hope for.

Models with the Mark of Tzeentch only. The bearer can make a single re-roll of one or more dice rolled to cast or dispel a spell. The second result(s) stand. This can negate the effects of a Miscast and cause an Irresistible Force (and the equivalent results when dispelling). If the bearer casts a spell with Irresistible Force using the staff's re-roll ability, the staff will exhaust its power and cease working for the rest of the battle.

Power Familiar (Hordes of Chaos)(Arcane Item)50 points

This familiar attracts raw magic power to its master.

The Familiar adds one dice to both the Power dice and Dispel dice pool of the bearer's side.

Skull of Katam(Arcane Item)50 points

The skull of the sorcerer Katam continues to whisper words of power in the ears of its owner.

The bearer adds +1 to all Casting rolls.

A warrior familiar accompanies its master and fights to protect him. It usually takes the form of a diminutive Chaos warrior or tiny monstrous creature.

At the beginning of the Close Combat phase, before blows are struck, the Familiar inflicts one Strength 5 hit on a single model chosen by the Sorcerer from amongst those in base contact. Wounds inflicted do count cowards combat resolution.

Spell Familiar (Hordes of Chaos)(Arcane Item)15 points

A spell familiar memorises a spell on its master's behalf, offering the sorcerer a better choice of deadly magic to unleash in battle.

The Familiar's owner knows one more spell than is normal for his level. This does not increase his Magic Level.

Enchanted Items

Rod of Corruption(Enchanted Item)75 points

The Rod of Corruption seethes with the foul energies of Nurgle's Rot. Its touch brings corruption and almost certain death.

Models with the Mark of Nurgle only. Bound Spell. Power Level 4. One use only. Target any enemy unit on the tabletop. This unit becomes infected with Nurgle's Rot and suffers D6 Strength 2 hits, distributed as shooting hits amongst the models in the unit. At the start of the caster's next Magic phase, the unit takes 2D6 Strength 2 hits. At the start of the casters Magic phase after that it takes 3D6 Strength 2 hits. and so on. Once cast, Nurgle's Rot cannot he stopped.

Bindings of Slaanesh(Enchanted Item)50 points

The Champion is blessed with a series of writhing chains and leather strips that have burrowed deep into his flesh. In combat, these bindings lash out, wrapping around the limbs of the Champion's foes and drawing them within range of his weapons.

Models with the Mark of Slaanesh only. Whenever the bearer issues a challenge, the enemy cannot refuse it and the Chaos player may choose who will accept the challenge. The model forced to accept the challenge may be anywhere within the enemy unit, and even characters that would normally be in a position that would disallow them from accepting challenges (by not being in the fighting rank, for instance) may be forced into accepting the challenge. In the first round an enemy is ensnared, the bearer always strike last, regardless of any other factor, magic item or spell.

Book of Secrets(Enchanted Item)40 points

The Book of Secrets contains many secrets of power, but all too often the price of power is life itself.

Not models with the Mark of Khorne. Non-Sorcerers only. The bearer is a Level 1 Sorcerer and knows a random spell from the Lore of Fire, Shadow or Death (Chaos player's choice). If the bearer miscasts, roll twice on the Miscast Table and apply both results.

Chalice of Chaos(Enchanted Item)35 points

This chalice contains the boiling blood of a daemon which, when drunk, passes on much of the daemon's power. If the drinker survives, that is...

One use only. The bearer becomes Daemonic and follows all of the rules outlined in the Bestiary section. If the bearer is the army's General, he must lead a daemonic army. Remember, a daemonic character cannot join non-daemonic units. At the start of the battle he must take a Toughness test (remember that rolls of 6 always fail). If the test is failed, the bearer reduces his Wounds and Toughness by -1.

Deaths Head(Enchanted Item)30 points

The champion of Chaos carries the skull of one of his fallen enemies, filled with Nurgle's most virulent poxes and sealed with blood-laced wax.

Models with the Mark of Nurgle only. One use only. The model may throw the Death's Head in the Shooting phase. It is treated as a thrown weapon with a range of 12”. If the Death's Head hits, the enemy unit takes D6 hits, and affected models must pass a Toughness test or lose D3 wounds, with no armour saves allowed. Units taking any casualties from a Death's Head must take a Panic test.

Helm of Many Eyes(Enchanted Item)25 points

This ornate helm has no eye holes, but is covered with wrought eyes all over its surface which, it is said, can see into the souls and minds of men.

The wearer always strikes first in close combat, even if charged or armed with a weapon that normally strikes last. If any of the wearer's opponents also strike first, revert to normal Initiative. The character Is also subject to stupidity (even if Immune to Psychology) due to the random and conflicting images that confront him.

Sceptre of Domination(Enchanted Item)25 points

The bearer can seduce the minds of his foes, manipulating them to his will.

Mirror of Knowledge(Enchanted Item)20 points

This double-sided mirror allows the Champion to look into the minds of others and learn their secrets.

Models with the Mark of Tzeentch only. The bearer can pick any enemy unit on the battlefield at the beginning of each of his Magic phases. The opponent must-reveal everything that is not apparent about the unit (magic items and their bearers, hidden Assassins and Fanatics, etc).

Pendant of Slaanesh(Enchanted Item)20 points

This pendant burrows deep into the flesh, and any pain inflicted on the champion feels like the touch of a lover's caress, invigorating him with sublime energy.

Models with the Mark of Slaanesh only. For each Wound the character loses (after saving throws, etc), he gains an extra Attack for the rest of the battle.

Magic Standards

Banner of the Gods(Magic Standard)125 points

Festooned with grisly trophies and bearing the symbols of all the four major powers, the Banner of the Gods induces dread in the enemy and suicidal courage in the servants of Chaos.

Banner of Rage(Magic Standard)50 points

This banner contaim the soul of the Blood God's most bloodthirsty champions. It radiates bloodlust, driving those who fight beneath it into a frenzy of destruction.

Characters & units with the Mark of Khorne only. The model and any unit they are with may re-roll failed Break tests and will not lose their frenzy if beaten in close combat.

Banner of Wrath(Magic Standard)50 points

The Banner of Wrath contains a potent spell that lashes the enemy with forks of magical lightning.

Blasted Standard(Magic Standard)50 points

The Blasted Standard contains a mighty spell of protection. Those marching behind this banner are shielded by powerful magical flames.

Plague Banner(Magic Standard)50 points

This putrid, rotting standard is surrounded by a miasma of decay that infects the enemy with Nurgle's Rot, the most virulent of all diseases.

Characters & units with the Mark of Nurgle only. Any enemy model in contact with the banner bearer at the start of the Chaos Magic phase must pass a Toughness test or suffer a wound. Armour saves are not allowed. This banner has no effect on models with the Mark of Nurgle or Clan Pestilens Skaven.

Rapturous Standard(Magic Standard)50 points

Imprisoned within the Rapturous Standard are the souls of Slaanesh's most ardent worshippers.

Previous - Daemonic Gifts (Slaanesh)