Magic Weapons
Named after the axe of Ulric himself, Blitzbeil is traditionally carried by Ar-Ulric to battle against Middenheim's greatest foes. It strikes with the power of thunder and its mere presence chills enemies to the bone, numbing their limbs and slowing their movements.
Ar-Ulric only. Wielder strikes at +1 Strength and ignores Armour saves. In addition, all enemy models in base to base contact with the wielder strike last, even if they charged.
The Storm Hammer is made of dense meteoric iron, enchanted to allow it to be wielded as easily as a normal weapon. Its massive impact can send foes reeling or smash them to the ground.
Grand Master or Seneschal only. White Wolf hammer. Models wounded in the turn the wielder charges may not attack that turn.
In the year of its forging, this axe was embedded in the Ulricsberg for an entire winter, absorbing the very essence of Ulric's power.
On a To Hit roll of 6, Winter's Bite automatically wounds with no Armour save possible.
Magic Armour
This heavy suit of armour is decorated with a golden axe and wolf-head designs. It has the power to dull the natural light and warmth from the air around it, and the very energy of blows aimed at the wearer is sapped.
As heavy armour. Attacks against the wearer in hand-to-hand combat suffer a -1 Strength penalty. This can affect the attack's save modifier. Wearer is immune to spells of the Lore of Light.
This iron helm, formed into the fearsome visage of a wolf, dates from before the coming of Sigmar but shines as brightly as the day it was created. It is said that Ulric will reward a courageous wearer with great strength.
Grants a 6+ Armour save that can be combined with other armour as normal. In addition, the wearer can take a Leadership test at the start of every Close Combat phase. If passed, they gain + 1 Strength for the duration of that phase.
Talismans
A perfectly round stone set into a golden amulet, the Heart of Middenheim is crafted from a fragment of the keystone of the gateway to the Temple of Ulric. It bas been carried by some of the finest warriors ever to have lived in the City of the White Wolf.
5+ Ward save. Wearer gains +1 to their Weapon Skill.
The wizard Anraheir created this cloak to protect himself from the beastmen of the Drakwald. The cloak is made from the hide of a minotaur, which the mage slew with a magical spear he formed from the winds of magic.
Magic Resistance (1). Wearer counts as causing fear to all Beastmen and Minotaur models.
Enchanted Items
The power of this amulet fills all who feel it with fighting spirit, all thoughts of retreat banished from their minds.
Neither the unit that carries the Bane of the Craven nor any unit they charge may ever voluntarily flee as a charge reaction. They may use any other charge reaction they would normally be allowed.
Long ago the villages around Middenheim were terrorised by a massive wolf, which became known as Horros after a savage beast of folklore. When it was finally slain by an unknown knight, the wolf's spirit was imprisoned within its pelt, bestowing the wearer with primal strength.
The wearer may re-roll one failed To Wound roll in each Close Combat phase.
The bone of a wolf carved into the shape of a fang, the magic symbols inscribed in this totem instil a preternatural speed and eagerness in its bearer.
The character and any unit he is with can roll one extra dice and discard the lowest roll when pursuing fleeing enemies.
Magic Standards
The origins of this banner are unknown, but centuries ago it was adopted as the battle standard of the City of the White Wolf. Its power fills the troops under it with great courage, inspiring them to defy the most terrifying of foes.
The Standard of the White Wolf is made from the pelt of a massive wolf from the Drakwald forest. It has the power to protect its followers from the arrows and bullets of the enemy.
All missile fire against the unit (including magic missiles) suffers a -1 penalty to its Strength. Other types of attack, including spells that are not magic missiles, are unaffected.
This finely woven standard was blessed by Ar-Ulric Sehrhart, who single-handedly slew thirty Orcs at the Battle of Kleindorf.
When the unit carrying this banner takes a Break test, they count as having lost the combat by D3 fewer points than they really did. If this reduces the margin of the loss to 0 or lower, they still count as having lost the combat but test on their unmodified Leadership. This has no effect on other friendly units in a multiple combat, which must test as normal.