Magic Weapons
Revered subject of the Orc myth of the end of everything when Gork's (or possibly Mork's) chosen Best Boss Ragnar goes mad with an axe and destroys the whole world. This is the famous Orcish day of Ragnarork.
In close combat the bearer receives a potentially whopping + D6 Attacks - roll randomly each combat round to see just how crazed the wielder is that particular turn. On a 6 the favour of Gork (or possibly Mork) is withdrawn from the wielder once his attacks have been resolved - the Battleaxe of the Last Waaagh! then ceases to work at the end of that Close Combat phase.
Even for a simple instrument of hacking, Kleeva's Cleaver is a brutal looking weapon.
All hits wound automatically. Armour saves are modified by the Strength of the bearer.
This legendary axe is all that is left of the once mighty Basha, Warboss of the Iron Skullz, after he stood rather too close to a drunken giant at the Battle of Grim's Crag.
The axe gives the wielder +2 Attacks in close combat.
This sacred weapon has been passed down the generations for more years than an Orc can count. Handed down from Boss Orc to Bigger-Orc-that-could-take-it-off-him, this rather well worn, spiky club punches through armour with no problem.
The Club of Crumpin' allows no armour saves.
It was said, mostly by Hacka, that he fought alongside Azhag, and was the one who first proclaimed him 'the Slaughterer'. He also mentioned single-handedly killing Sigmar and being a drinking buddy of Gork (or possibly Mork). Whatever the truth, Hacka acquired this slender and rather Elven looking sword from somewhere strange and nobody ever felt much like asking where. Not after the last time, anyway.
The Sword of Hackin' hits on 2 + regardless of the wielder's WS.
Since the dawn of last Thursday, Fumpa's club has been the traditional symbol of leadership amongst the Blacknose tribe. of course, to start with there were a few who didn't see it like that, but they've all since been, er, convinced.
The Club of Fumpin' confers +2 Strength to all close combat attacks made by the character fighting with it.
The spite and lust for vengeance that ooze from this weapon leave those struck by it utterly dumbstruck and unwilling to attack lest they incur its wrath once more.
If an enemy model suffers one or more wounds (after saves) inflicted by the Curmudgeonly Clobbera it may make no more Attacks in that combat engagement. If the victim is mounted or rides a chariot, then only the rider/monster that actually suffers the wound is 'clobbered' and not the entire model/mount/etc. Only one model can be 'clobbered' at a time. Other models that are hit whilst one is 'clobbered' suffer wounds as normal but no additional effects.
Most of the many spears that have been used by Porko's Boar Boyz lie shattered on the battlefields of the Old World, but not this one. In battle, the gleaming point of the Pigstikka pierces enemy armour with ease, skewering several foes with one strike; "ready for later" as Porko used to say, referring to the traditional after-battle barbecue.
Mounted characters only. The Pigstikka gives the wielder +1 Strength on the turn he charges. In addition, on the turn he charges he also gets one extra Attack per rank in the enemy unit (up to a maximum of +3).
This axe looks suspiciously clean for a greenskin item, which gives away its magical nature. In battle it writhes in the hands, seeming always to have a better idea than the wielder of how to hit the enemy.
The wielder may re-roll any to hit rolls that miss.
Duffa was Wollopa's sidekick until he was eaten by a Squig. Waking up inside the Squig's stomach was a bit of a shock and although he fought his way out he was never quite the same afterwards. It is said that this club retains some of his frenzy to escape even now.
Duffa's Club of Duffin' strikes with +3 Attacks once in the game. The Orc player must declare that he's using the extra Attacks before he makes any rolls to hit. All 3 Attacks have to be used at the same time and the bearer has to roll to hit as usual. Duffa's Club only works once in the game.
Owzat was an unpredictable warrior, keen to experiment with new and better ways to beat up his many enemies. Usually these went disastrously wrong for Owzat, but once in a while...
A character which suffers one or more wounds (after saves) from the Club, but is not killed, is immediately knocked clean out of his unit! Place him 1" away from his unit, and as far from the model wielding the Club as possible.
Around the campfire, after the Orcs have drunk too much fungus beer to clout them, the Gobbos will talk in bushed tones of the rebellious Wollopa, of his tremendous weapon and bis even more awesome ability to outrun even the fastest boar when he missed his target.
Wollopa's One Hit Wunda provides it user with +3S... but it only works once in the game. The player can decide to use the weapon after hits have been scored but before rolling for wounds. The +3S bonus applies to one hit that has been scored by the bearer that turn. Any other hits scored by the bearer are at normal Strength.
Magic Armour
It's not often that Gobbos get to name magical items, and this is why. The Armour of Protectyness was quenched in the blood of a Troll and has gained some of its regenerative powers.
Counts as wearing armour (5+ armour save) which can be combined with other equipment normally. Also, the wearer discounts the first wound he suffers.
Armour made with the aid of a Shaman (as one of the ingredients) is a strong defence against enemy magic.
Counts as wearing armour (5+ armour save) which can be combined with other equipment normally. Also gives the wearer and the unit he is with Magic Resistance (2).
This ancient iron-bound shield is rusty and battered, but its experience in battle gives the bearer much protection.
Counts as a shield (6+ armour save) which can be combined with other equipment normally. Also gives the bearer a 4+ Ward save.
If armour is made with the correct rituals instead of just being bashed out of whatever bits of metal come to hand, it can be enchanted by a Shaman to offer extra protection.
Counts as wearing armour (5+ armour save) which can be combined with other equipment normally. The wearer may re-roll failed armour saves.
Drog was one of the first Black Orcs to be seen to the west of the Worlds Edge Mountains, and his battle-scarred armour was made to an unusual design by unknown hands.
Orcs only. Gives the wearer a 1+ armour save that cannot be improved.
Ugbrag had this shield made for him by a captured Dwarf smith, but the smith 'forgot' to tell him that the enchantment only worked once in each battle...
Counts as a shield (6+ armour save) which can be combined with other equipment normally. Also, the bearer discounts the first hit suffered in the battle.
Given that it was made by Gobbos, Nobbla's 'Elmet is a fantastic piece of workmanship - given that it was made by Gobbos.
Goblins only. Gives the wearer a 6+ armour save and may be worn in addition to normal armour. Also gives the wearer a 6+ Ward save.
Talismans
Sizzla was one of the less lucky Orc Shamans of Azhag's army and was turned to amethvst by an Empire Battle Wizard at the Battle of Osterwald. All that survived the transformation was a small pouch containing Sizzla's most treasured possessions: his Shiny Baubles.
If you fail to dispel an enemy spell cast at the bearer or the unit he is with, or choose not to try, then you may attempt to reflect it back at the caster. You may even do this if the spell was cast with Irresistible Force. Roll 1D6 for each spell. On a 1-3, the Shiny Baubles do nothing and the spell takes effect as normal. On a 4+ the spell is reflected back at the caster with all the normal effects. The original caster may make one attempt to dispel his own spell (unless it was cast with Irresistible Force), just as if it had been cast at him. He may use Power dice to dispel with, or a magic item, Dispel Magic Scroll or whatever. exactly as normal.
Originally this rune-encrusted and rather squashed looking helmet belonged to a Dwarf king, or so legend tells. Although it is a boon in combat it is far from infallible, as its change in ownership attests.
Magical Boss's 'at wot protects you - giz you a 5+ Ward save dunnit. May be worn in addition to normal or magical armour.
Some of the more reclusive, and frequently madder, Savage Orc Shamans know the secret of preparing magical warpaint that is much more effective than the coloured mud that the warriors usually daub themselves with.
Savage Orcs only. If the wearer fails his armour save, he may make a 5+ Ward save. A model cannot wear any armour (not even magical) if it has the Magical Warpaint, though it may carry a shield.
As it absorbs the force of incoming spells, this small and unimposing amulet begins to glow ever more brightly. To most creatures this might be seen as a warning, but not to the Orcs who regard it as increasingly interesting. Eventually the power will be too much and it will burst, immolating the bearer, though the Amulet itself will be unharmed.
Instead of making a normal dispel attempt, a model with the Amulet may attempt to nullify any enemy spell cast at the bearer Or the unit he is with. Roll the same number of D6 as the caster used to cast the spell. If all are 2-6 then the Amulet dispels the spell. However, if one or more dice is a 1 then the spell gets through as the Amulet overloads and explodes, killing the wearer outright (with no saves of any kind allowed). The Amulet cannot stop spells cast with Irresistible Force.
This studded collar is inscribed with ancient glyphs entwined with the shapes of mysterious beasts. The wearer can stare imperiously at any beast that dares confront him and say, "Don't even fink abart it!" or something like that, and the beast cowers before him.
Monsters and mounts of any size must pass a Leadership test (on their own Leadership characteristic) to attack the wearer. If they fail, they may choose to attack another model instead. Roll once each close combat round.
Arcane Items
One day Buzgob the Orc Shaman went into the Great Green and never came back, leaving only his staff behind. Tradition has it that his spirit lives on and can aid other Shamans who carry his knobbly staff.
Once per Magic phase the Shaman can re-roll all the Casting dice for a single spell. Note that he must re-roll all the dice and a Miscast on the first attempt is ignored if he re-rolls the dice.
Shaman Baduumm was a rebellious Savage Orc who messed with raw Waaagh! power once more than was healthy for him. The result was one of the most spectacular explosions of a Shaman ever recorded in Orc legend. His charred staff still retains an aura of power.
The bearer adds + 1 to the total of the Casting roll for every spell he attempts.
This necklace made up of gnarled and splintered teeth, bits of broken bone and shattered beads is riddled with sorcerous power.
Once per game the bearer may use it to add + 1 to a single dice of his Casting roll or his Dispel roll. Decide after the dice have been rolled. Note that this can potentially either stop a Miscast or cause a spell to be cast with Irresistible Force.
Rumour has it that the aged and half-blind Ditto wasn't a very successful Shaman and had to cast everything twice to make it work. At least, work on the right target.
The bearer may attempt to cast each of his spells up to twice per friendly Magic phase instead of just once. Each attempt requires Power dice as normal - the Doo-Dahs simply allow the option, they don't supply any power.
Goblins are well known for their ability to treat other peoples' property as their own and this generous trait even extends to magical power.
Common Goblins only. Once per battle, in a friendly Magic phase , the bearer may steal one dice from his opponent's Dispel pile and add it to his own Power dice pile (whatever colour the dice previously was, it now turns green).
Enchanted Items
A huge metal jaw plate that belonged to the infamous Imbad his psychotic spirit lives on within it!
Orcs only. The character wearing the Gnashas gains +1 Attack in close combat. This additional attack counts as being made with the Killing Blow special ability.
Bigged - an old and boastful Orc - made his last boast in front of an Empire cannon. Only his boots were recovered. His vengeful spirit lives on (the odour of his feet lingers forever).
Iron-shod unpleasantness. In close combat the wearer gets one additional automatic hit at his basic Strength value in addition to his normal Attacks.
This ancient and slightly crumbly statue of Mork was formed from his own dung (or so they say) in some distant age. It has been credited with many different magical effects over the years, but whatever its power, enemy warriors with a sense of smell recoil from its intense Orcyness.
Savage Orcs only. All close combat attacks that are made against the bearer are at -1 to hit.
Brewed from dangerous narcotic mushrooms with extra chief spit and (most importantly) added 'backbone', Guzzla's brew is the closest a greenskin gets to courage in a bottle.
The character who carries this most potent of potions can take a swig when he or the unit that he is with is about to take a Leadership test. The character's Leadership value is immediately boosted to 10 when the test is taken. Unfortunately the effect of the brew is but momentary and the character's Leadership value returns to normal thereafter. Guzzla's Backbone Brew can only be guzzled once - so you get just the one use - but the full Leadership value of 10 applies to any re-roll you might be entitled to should you be unfortunate enough to fail the first time. This bonus Leadership is modified by combat results, etc, as normal.
Many kinds of fungus grow in the dark, dank caves of the Night Goblins, including the rare and treasured Mad Cap Mushrooms. These form part of the deadly brew that sends the Fanatics wild, but only a small part. If they get a whole one each they go really mad...
Night Goblins only. If the character is with a unit of Night Goblins when their Fanatics are released he may give them each a Mad Cap Mushroom before they go whirling off. If they hit a unit (from either side) on the turn they are released it suffers 2D6 hits instead of the usual 1D6. Subsequent units encountered by each Fanatic are struck by 1D6 hits as usual.
'Eadbuttin' contests are an old Orc favourite for resolving disputes, and the greenskins aren't above a bit of magical cheating to help them win.
Orcs only. May only be used in challenges. The wearer gets one extra Attack, made before all other blows are struck. This Attack is made with the Killing Blow special ability and is resolved at the wearer's normal Strength. Even if the opponent is killed by the 'eadbutt, the character wearing the 'At should still make his remaining attacks to calculate overkill for combat resolution.
This crudely made gold ring has a huge green gemstone stuck to the top and glows even in full daylight.
Bound Spell. Power Level 3. The 'Itty Ring may cast its Bound spell once per Magic phase like an ordinary spell. The spell requires no Power dice to cast, all the power required is provided by the ring itself.
The 'Itty Ring contains the 'Eadbutt spell described in the spells of the Little Waaagh!
Magic Standards
Mork's Spirit-Totem is a flag or, more often, a carved effigy of the great god Mork. Through the totem's eyes he watches over the greenskins and protects them from bad spirits, confounding the sorcery of enemy wizards.
The unit carrying Mork's Spirit-Totem gains Magic Resistance (1). In addition, an attempt to dispel any enemy spell that isn't cast at the unit gains +1 to its Dispel roll. Finally, no enemy Wizard in contact with the unit carrying Mork's Spirit-Totem can cast a spell at all - good 'ol Mork stops 'em.
The big red raggedy banner belonged to the rabble rousing Rowdy Grott. Rowdy was an uppity Orc runtling who led a revolt of grotty Gobbos, Snots and litl'uns against his biggers and betters.
Common Goblins only. Common Goblins (including characters) in a unit with Rowdy Grott's Big Red Raggedy Banner get a +1 Leadership bonus up to a maximum value of 9.
The ancient Bad Moon banner is tattered and stained, but is still much revered by the Night Goblins. Somehow the vile daylight seems less when you're next to the Banner, and the mere thought of being back in a dank and smelly tunnel again fills the Night Goblins with renewed bravery, of a sort.
Night Goblins only. The unit is Stubborn.
The Night Banner surrounds the unit which has it in dimly shadowy darkness and darkly dim shadowyness.
Thanks to the darkness and shadowyness of it all, not to mention the dimness, any missiles fired at the unit are at -1 to hit.
On the eve of battle the Greenskin shamans invoke the spirit of the great god Gork before the tribe's mighty Waaagh! banner. The banner is liberally daubed with vast quantities of Orc dung, blood and spittle which will serve to absorb the battle-thirst of Gork. The shamans whirl and dance insanely, howling and gabbling in spirit-talk all night long as the Wanagh! banner slowly grows in power. It also acquires a unique odour which is an unmistakable mark of tribal recognition.
The unit that carries Gork's Waaagh! banner adds +1 to its Movement value (i.e. +1" on its normal move and +2" on its charge and march) so long as it moves towards the closest enemy by the shortest route.
The lads that fight under the proud banner of Guff do not quail in the face of defeat nor slacken their resolve when all about them run for the hills. Or so they say anyway. Some say this is because the flatulent Guff was such a valiant fighter, others that the lingering smell of the banner simply addles the brain.
The unit may re-roll one failed Panic test during the battle.
Nogg's notorious Banner of Butchery has been around so long it has absorbed a great deal of primal Orcishness as well as huge quantities of blood.
The unit carrying the Banner of Butchery may, once during the battle, add +1 Attack to each model fighting for that turn. In the case of mounted models only the rider gets the bonus, not the mount. Once used, the banner has no further effect.
Once carried beside Savage Orc Warchief Bork Crazy-Bear at the infamous Blood River massacre and barbecue. A little of the old chief's legendary savagery lingers on in the blood-soaked fabric. His ancient spirit drives the greenies onwards and in their eagerness to get at their enemies they forget about attacking each other... for a while at least.
The unit which carries the Bashin' Flag of Bork ignores the first failed Animosity roll of the game - it passes the test instead. Any further rolls are taken as normal (even the spirit of Bork Crazy-Bear can only do so much).