Magic Weapons
The Executioner's Axe is a huge black bladed weapon bound with spells of dismemberment. A single blow from it can cut any opponent in half.
When rolling to wound in close combat and for armour save modifier purposes, the wielder counts as having a Strength double that of his target's Toughness. However, the Executioner's Axe is two-handed and the wielder always strikes last except in the turn he charges.
The Venom Sword is forged from the poison of a thousand malicious serpents. When it strikes, mystical poisons flow into the veins of its victim.
Any model which loses a wound to the Venom Sword (after saves, etc) must roll equal to or under its Toughness on 2D6 or is automatically slain.
This potent weapon is fashioned in the shape of a mighty fist, which shimmers with a magical energy and can crush bones in its grasp.
The character becomes Strength 8 and enemy models may not make armour saves against blows struck by the Gauntlet. A character armed with the Gauntlet of Power strikes last.
This magical sword can cleave through armour as if it were air.
No Armour saves may be taken against hits from the Blade of Ruin. Ward saves may be taken as normal.
This mighty two-handed, curved blade is deadly when wielded by a skilful swordsman, easily able to carve through armour and bone with deadly grace.
+2 Strength. Killing Blow. Uses two hands
The Hydra Blade strikes repeatedly like its multi-beaded namesake.
A character wielding the Hydra Blade gains D3 additional attacks (roll each Close Combat phase the Hydra Blade is used).
This huge halberd was carried into battle by Dark Lord Khalak of Ghrond.
A warrior wielding Crimson Death always strikes with Strength 6. No other modifiers will ever reduce this. Requires two hands to use.
Lifetaker is a repeater crossbow fashioned from blackest steel, with bolts tipped with the venom of a black dragon.
Lifetaker is treated like an ordinary repeater crossbow, with the following additional rules. Lifetaker always hits on a 2+, regardless of To Hit modifiers. You may re-roll failed rolls to wound with Lifetaker. Remember that a dice can never be re-rolled more than once.
This barbed blade constantly oozes venom, giving its dark metal an oily sheen. Even the slightest cut quickly enflames, causing the victim considerable pain, and eventual death.
Any rolls to hit of a 5 or 6 wound automatically, with no need to roll to wound.
The blade of this sword holds a terrible spell of coldness which seeps into the Dark Elf's victim, freezing their soul and temporarily paralysing them.
Any model wounded by a Chill Blade (after saves, etc) may not attack for the rest of that combat round.
Heartseeker has the uncanny ability to find the heart of a living thing. Dark Elves delight in its ability to destroy the lifeforce of their victims.
The character may re-roll all missed attacks with Heartseeker. Remember a dice can never be re-rolled more than once.
Woven from the hair of the Witch Elves and studded with ensorcelled Harpy fangs, a victim caught in the Web of Shadows will be ripped to shreds.
One use only. A Web of Shadows can only be used once per game against a single enemy model. The character uses the Web of Shadows instead of making any normal attacks that round. When used, one model in base contact with the character automatically takes 2D6 Strength 3 hits. A character with a Web of Shadows may also use another ordinary close combat weapon (but not another magic weapon).
Etched upon the blade of this sword is an ancient curse in the Dark Tongue. Upon striking a foe, the curse is unleashed.
Any model losing one or more wounds (after saves, etc) to the Dark Sword becomes subject to the rules for stupidity for the remainder of the battle.
Magic Armour
It is claimed that anyone wearing this armour cannot die, that they are sustained by its magical energy. Unfortunately, they cannot remove the armour and are slowly driven insane.
The Armour of Living Death counts as heavy armour, giving a 5 + Armour save, which can be combined with other armour as normal. In addition. the model has +1 Toughness and +1 Wound.
Oaths of lovalty and dedication to Khaine were sworn at the time of the armour's forging, and the wearer is granted extended life to serve his god.
This light armour gives a basic 6+ save, which can be combined with other armour as normal. In addition, the wearer can Regenerate.
Shaped into the leering face of an Ice Daemon, the shield of Ghrond is imbued with the power of the north wind which robs attacks of their force.
The Shield of Ghrond is treated like a normal shield. and in addition any hits the character suffers will be resolved with -1 Strength.
Forged from black meteoric steel, this suit is almost impossible to pierce.
This armour includes a shield and gives a save of 2+ which cannot be improved in any way.
When anointed with the blood of the enemy, this armour becomes ever more endurable.
Blood Armour is treated as a suit of normal heavy armour (5+ save) and can be combined with other armour as normal. For every unsaved wound the wearer inflicts, their save is improved by 1 point (to 4+ then 3+, etc) up to a maximum total save of 1+.
Talismans
Cast from the heartstone of a mountain tainted with the power of Dark Sorcery the Black Amulet is a lustrous polished stone of midnight hue, engraved with a single glowing rune.
The wearer has a 5+ Ward save against close combat hits. If the wearer of the Black Amulet passes his Ward save then the attacking model suffers 1 wound instead. There is no save against such a rebounded wound, even from Wards.
Blood red and pulsing, this stone wards off the most powerful of blows.
The bearer has a 4+ Ward Save.
This artefact is worn on a chain around the neck, and provides a wall of magical energy that deflects incoming blows and releases bright bursts of light when activated.
5+ Ward save. In addition, if the Ward save is successful against a close combat attack, the model that struck the character is stunned and reduced to W1 until the end of the Close Combat phase.
Made by Furion of Clar Karond, the Crown of Iron captures Dark Magic and oozes a sinister daemonic shadow which protects the wearer.
The character has a 5+ Ward save. In addition to this. the wearer is completely immune to the effects of Light Magic and High Magic spells. Note that this is not a Dispel and thus other models (excluding the character's mount) may be affected by High Magic and Light Magic.
This iron seal carries the rune of Khaine in his aspect of the Iron Panther, the stalker of the void.
The seal of Ghrond adds one dice to the Dispel dice pool of the army.
Hotek, the renegade priest of Vaul, made this ring to protect himself from the magical forces used in the forging of his artifacts.
Any magic user (friend or foe) attempting to cast a spell within 6" of the wearer will miscast on the roll of any double. If they roll a double 6 they cast the spell (with Irresistible Force) and then suffer a Miscast.
Arcane Items
This gem holds the tortured soul of a sacrificed wizard. If a Sorceress is in danger of losing control of her magic she can feed the captured soul to Daemons to save herself.
A Soulstone makes the Sorceress immune to the effects of her first Miscast. Note that a Miscast spell still fails regardless of the actual dice score rolled.
A Black Staff is the talisman of one of the six High Mistresses of the Convents of Sorceresses.
There is no maximum number of Power dice the wielder can use to attempt a spell.
Woven into the fabric of this cloak is the essence of a star stolen from the night sky of Nagarythe.
The cloak gives the Sorceress +1 Power dice in each of her own Magic phases Only she may use this extra dice.
Furion of Clar Karond inscribed this book onto sheets of flayed Orc skin to teach the Path of Darkness to the uninitiated.
The Tome of Furion grants its bearer one additional spell.
Enchanted Items
By opening this device the bearer creates a gate into a dimension of pure evil.
One use only. Models on foot only. Bound Spell. Power level 5. All enemy models in base contact with the bearer must roll equal to or under their Strength on a D6 (6 alwavs fails) or be sucked into the dimension of Eternal Nightmares (and count as slain!).
From the opal set into this ring emerges a billowing black smoke which engulfs its wearer.
Bound Spell. Power level 4. Attacks in close combat against the wearer require a 6 to hit regardless of Weapon Skills and modifiers. Remains in play.
A powerful item of dark sorcery, this wand unleashes the powers of the fell daemon Kharaidon on command.
Bound Spell. Power Level 4. Once per Magic phase, the wielder may unleash the power of the Wand. This automatically casts the spell Doombolt. Each time it is used, roll a dice: on a 1 its power is exhausted, and it cannot be used for the remainder of the game.
This billowing cloak of the darkest shadows envelops the wearer, allowing them to pass by almost unnoticed.
A character with the Cloak of Dark Souls may Scout, so long as they are on foot.
Inside this black glowing crystal is a malignant captured spirit that can be unleashed to seek out the mind of an enemy magic user and steal his thoughts.
One use only. Bound Spell. Power level 4. Nominate a Wizard anywhere on the table The Wizard must pass a Leadership test on 3D6 otherwise he forgets one randomly determined spell for the rest of the battle.
It is claimed that this small box contains magical spirits that can see all and hear all. They whisper to the bearer, revealing secrets of the enemy.
Enemy Scout units may not deploy within 12" of the bearer (this includes Scouts with additional deployment rules such as Chameleon Skinks). In addition, at the start of each of their turns, the character may activate the Divine Eye. The Eye will look into every enemy unit within 12". Your opponent must reveal the number of magic items in each affected unit (although he does not have to reveal what they are or who specifically is carrying them).
Magic Standards
The Banner of Nagarythe, the standard of northern Ulthuan that now lies beneath the ocean, is the personal banner of the Witch King, proclaiming his reign over the Elven kingdoms.
This standard adds +1 to the combat resolution of all friendly Dark Elf units within 6" and the unit carrying the banner is Unbreakable.
Imbued with the magic of the Hydra Queen, this banner quickens the reflexes so that those nearby strike with her own speed and savagery.
All models in the unit (including mounts) gain +1 Attack in the first round of any hand-to-hand combat.
Such is the supernatural fear instilled by the visage of the Bloody-handed God upon this standard that few dare to even look at it.
The unit carrying this standard causes fear.
This shadowy banner hides the intent of those beneath it.
The unit may make a make a flee response when charged (even if Immune to Psychology), and will immediately and automatically rally at the end of its flee movement, so long as it outruns the charger(s).
This standard is steeped in the blood of sacrificial victims, its murderous aura instilling a thirst for death and carnage in those carrying it aloft.
The unit adds +D6" to its charge moves. Declare charges first and then roll. If the charge is failed the unit will move forward its normal failed charge distance.
Anointed with the blood of an Ulthuan Elf, this banner imbues the unit with a bitter determination.
One use only. The unit gains +D3 to its combat resolution the first time it charges.