Magic Weapons
The Runefangs were made at the dawn of time for Sigmar's twelve chieftains. Now they symbolize the status of Elector.
Elector Counts only. All hits wound automatically. No armour saves allowed.
This mace was used in battle by the first Theogonist, Johann Helstrum. It is said that it can shatter the very walls of a castle.
The bearer can forfeit all of his normal Attacks to make only one Attack. Roll to hit normally. If this one Attack hits. the hit is resolved at Strength 10 and causes D6 wounds.
The blade of this enchanted weapon was forged and enchanted to be the undoing of one specific foe.
At the beginning of the battle, nominate one enemy monster (must be a Large Target) or an enemy character. The sword normally counts as a magic sword with no particular bonuses, but any attack directed against the designated target will wound on a 2+ and cause D3 wounds, with no armour saves allowed.
This sword, wielded in the crusades by the Grand Master of the Knights Panther, once belonged to Emperor Sigismund.
The wielder of this sword has +1 Strength and always strikes first in close combat, even before enemies that have charged. If the bearer is fighting another enemy who is also entitled to strike first (because of spells, special abilities, etc), then resolve attacks in Initiative order. If Initiative values are equal, roll a dice to determine who strikes first.
Swords made of steel can be blessed by a priest of Sigmar to enhance the fighting skills of their wielder.
The wielder always hits any opponent on a 2+, regardless of relative Weapon Skills. This cannot be modified in any way.
The wielder of this weapon is bestowed with supernatural strength.
The sword confers +2 Strength to all close combat Attacks made by the character fighting with it.
This mighty hammer was carried to battle by Frederick the Bold, great grandfather of Karl Franz. Its strikes not only crush bones, but evil spirits as well.
Models hit by this hammer must take a Leadership test for every hit suffered. If the test is failed, the hit wounds automatically and no armour save is allowed. If the test is passed, roll to wound and take armour saves as normal.
A relic from the ancient Elves colonies in the Old World, this bow enables the wielder to outshoot the best archers in the Empire.
The Dragon Bow has a range of 36" and Strength 6. Hits from this bow count as being from a magical weapon.
The Sword of Justice is traditionally carried to battle by the Emperor's personal champion.
The bearer can re-roll failed To Wound rolls.
The Wyrmslayer Sword has been the doom of many monsters menacing the lands of the Empire.
Hits from this sword wound any opponent on a roll of 4+ (unless the wielder's Strength would make this less). Armour saves apply as normal, modified by the Strength of the character but Large Targets lose their armour save due to the Scaly Skin special ability against hits from this sword.
Magic Armour
This golden suit of armour was a gift from the Elves of Ulthuan to Magnus the Pious after the Great War against Chaos. Any weapon brought to bear against the wearer is repelled by an invisible force.
Counts as heavy armour (armour save 5+) which can he combined with other equipment normally. Models attacking the wearer in close combat must pass a Strength test before rolling to hit for every Attack directed at the target (ie. roll equal to or less than its Strength on a D6, a 6 always fails). If the test is failed the Attack is lost.
An armour of burnished Estalian steel, enchanted by Gold Wizards so that any damage suffered by it disappears.
Counts as full plate armour (armour save 4+) which can be combined with other equipment normally. In addition the model can re-roll any failed armour save.
This armour was worn by the warrior-wizard Frederick von Tarnus.
Counts as light armour (armour save 6+) which can be combined with other equipment normally. If the wearer fails his armour save, he may make a 5+ Ward save. Wizards can wear this armour and cast spells.
The hideous head of the mythical creature known as the Gorgon is depicted on this shield in such detail that it seems alive. Even the fiercest enemies try to avoid its gaze which is rumoured to turn living creatures to stone.
This shield confers a 6+ armour save which can he combined with other equipment normally. The wearer can force one model in base contact to lose one Attack. In the case of models with different Attacks (eg. mounted models) the wearer chooses which Attack is lost. Special Attacks (like those of a Giant, impact hits and anything not included in the Attacks value on a model's profile) are not affected.
This suit of armour, forged by the RuneSmiths of Zhufbar long ago, is today held in the Imperial armoury at Altdorf.
This suit of armour gives the bearer a 1+ armour save which cannot be improved by any means.
A shield made of bronze can carry a powerful enchantment of protection, but only for a short time.
This shield gives a 6+ armour save which can he combined with other equipment normally. Also, the bearer ignores the first hit in the battle suffered from shooting or close combat.
The legendary helm of Count Mandred Skaven Slayer this relic fills the rat-spawn with dread.
This helm confers a 6+ armour save which can be combined with other equipment normally (including normal armour and a shield). In addition, the wearer causes fear in all models in a Skaven army (except non-Skaven Dogs of War).
Talismans
This shroud was laid upon the body of Magnus the Pious after his death. On it one can still see the features of the Saviour of the Empire.
This item gives a 5+ Ward save. A model carrying the Shroud and his mount are totally immune to Dark, Skaven and Chaos magic, even if cast with Irresistible Force. Note that the spell will not be dispelled and that other models in a unit the character is with will be affected normally.
The Grand Theogonist sometimes grants a shard of the Jade Griffon, his badge of office, as a reward for great services.
The model may ignore the first wound it suffers.
The most famous holy relic in the Empire is the icon of Sigmar carried by the Arch-Lector of Nuln.
The Holy Relic gives its bearer a 4+ Ward save.
This cloak bas been enchanted by Ar-Ulric, the High Priest of the Sect of Ulric, the god of winter and war.
This item gives a 5+ Ward save. Also, the wearer is Immune to all cold-based spells/attacks (White Dragon's breath, etc).
Legends say that the bearer of this pendant is capable of exceptional feats of strength and agility.
This item gives a 6+ Ward save. The wearer automatically passes any characteristic tests he has to take (except Leadership tests).
The symbol of Sigmar may take many forms such as a twin-tailed comet, hammer, crown or griffin.
The Sigil of Sigmar adds one extra dice to all Dispel rolls against enemy spells that would affect its wearer or the unit he is with.
Arcane Items
The Hexstaff is inscribed with ancient sigils of the Old Ones, attracting the magical energies of chaos for the user to mould into mighty spells.
The Wizard may draw extra power from the Hexstaff, once per friendly Magic phase. When used, the staff generates D3 additional Power dice (roll each Magic phase). However, keep these dice separate (using different coloured dice is the best way of doing this) as they may only be used by the Wizard with the Hexstaff. In addition, if the Hexstaff dice roll a 1 when a spell is being cast, the Wizard automatically suffers a Miscast for each result of a 1 rolled.
The Archmage Ptolos of the Grey College won this wand at the Battle of Blood Keep.
Gives +1 to the Casting attempts made by the Wizard.
Once activated this seal can drain the knowledge of one spell from the mind of an enemy Wizard.
One use only. The seal has the same effect as a Dispel scroll. In addition, roll a D6. On a result of 4+ the spell is removed from the caster's mind and he can no longer cast it. Spells cast from a Bound item will only be removed on the result of a 6.
The Rod of Power absorbs magical energy which its bearer can use to boost his own spells.
At the end of each Magic phase, you can save up to three dice from your Power dice pool and store them in the Rod. At the beginning of the next Magic phase (yours or the enemy's), roll a dice, if the result is equal or higher to the number of Power dice stored, add them to your pool. If the result is lower than the number of dice stored, they are lost.
Nothing can be hidden from the inquisitive gaze of Wizards using this powerful scrying device.
The enemy must always reveal all the 'secrets' involving all units which are within 12" of the Wizard at any time. This includes which magic items are in the unit and who is carrying them, the presence of disguised Assassins, the number of Fanatics and everything else that the player is not normally obliged to disclose to his opponent.
Charged with divinatory power these stones are very useful when a Wizard is manipulating the delicate balance of the Winds of Magic.
One use only. Once per battle, the bearer can re-roll one dice used to cast or dispel a spell. This can effectively cancel a Miscast result, or cause Irresistible Force or a Miscast.
Many Wizards of the Empire carry a staff as a mark of their office and as an aid to their sorcerous powers.
The Wizard's Staff allows the bearer to use one more dice from the Power dice pool than he is normally allowed to when casting a spell (eg. a Level 1 Wizard will be able to use up to three dice to cast spells).
Enchanted Items
The most celebrated heroes of the Empire are decorated with golden laurels that are enchanted by the Imperial Wizards. The sight of a warrior wearing this symbol of victory causes most enemies to run for their lives.
Each wound caused by a model wearing the Laurels of Victory (but not those caused by his mount) will count as 2 Wounds when working out combat resolution. Note that you do not actually cause double wounds on your victim!
When the battle seems lost, the bearer can summon the powers of the Rod to turn a rout into steadfast resistance.
One use only. The character and the unit he is with will automatically pass the first Break test they have to take, regardless of modifiers and even if they would normally automatically fail their test (for example, losing a round of combat against an opponent that outnumbers them and causes fear). If the player forgets to use it, even if he rolls and passes the test, the item is still used up. Note that this item cannot he used by a character in the turn he refused a challenge and who is hiding at the back of the unit (who would pay heed to such a coward!).
This elegant hunting horn contains a potent spell. Friends who hear its note are filled with courage.
Bound Spell. Power Level 5. The Silver Horn may cast its spell once per Empire Magic phase. The spell requires no Power dice to cast, all the power required is provided by the Horn itself.
All friendly units that are fleeing anywhere on the battlefield will rally immediately.
The Orb of Thunder contains a powerful spell that wreaks turmoil in the air.
Bound Spell. Power Level 4. The Orb of Thunder spell may be cast once per Empire Magic phase. The spell requires no Power dice to cast, all the power required is provided by the Orb itself and the spell will last until dispelled.
When the Orb of Thunder spell is in play, no flying creatures on the battlefield can use their ability to fly and will have to move on the ground at their normal Movement rate.
The casket has the power to entrap and contain the power of magic forever.
Bound Spell. Power Level variable. At the end of each of his Movement phases, the bearer may automatically remove and capture one randomly determined spell from an enemy Wizard in base contact with him.
The bearer can cast the captured spell in his own Magic phase by releasing it from the casket. The spell is then removed from the game. No Power dice are required to cast the spell. Any number of spells may he captured by the casket, and the bearer can cast each one once, either over several Magic phases or all at the same time if he prefers. The Power Level of the spell cast by the casket will be equivalent to the score normally needed to cast the spell.
The presence of this revered relic among their ranks fills the soldiers with faith and strengthens their resolve. They will fight on even against the most dreadful of enemies.
The character and the unit he is with are not affected by enemies that cause fear. Faced with an enemy that causes terror, the character and the unit he is with only suffer fear, not terror.
Volans was the greatest of the pupils of Teclis the founder of the Colleges of Magic.
One use only. Bound Spell. Power Level variable. Choose one of the magic Lores in the Warhammer rulebook and randomly select one spell from that list to be held inside the Ring of Volans. This spell may be cast in the Magic phase and requires no Power dice to cast all the power required is provided by the Ring itself. The Power Level of the spell cast by the Ring will be equivalent to the score normally needed to cast the spell.
The Doomfire Ring, node of iron and rubies, contains a spell that allows its master to cast fire upon his enemies.
Bound Spell. Power Level 3. The Doomfire 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.
A flaming magic missile spurts from the Ring in a straight line up to 18” long striking the first unit in its path. The unit takes 1D6 Strength 3 hits.
This tiny mirror bangs around the wearer's neck and has the ability to reflect back the fighting qualities of an enemy.
When the wearer fights a challenge he can 'swap' his base Strength, Toughness, Initiative and Attacks values with his enemy. He has the choice of not using the mirror, but if he does he must swap all characteristics for the duration of the challenge. So the wearer fights with his enemy's S, T, I and A whilst his enemy fights with the wearer's S, T, I and A.
Magic Standards
The flag with the blazon of the ruling Emperor fills his troops with a supreme sense of duty and pride.
All units with at least one model within 12" of the Imperial Banner can re-roll any failed Psychology test as well as tests to avoid pursuing a fleeing enemy.
Emperor Sigismund, the hero of the Siege of Altdorf, held this banner atop his palace. It survived the siege and was never touched by the Orcish invaders.
The unit is Stubborn.
This banner depicts the White Wolf of Ulric. It was carried at the Battle of Middenheim, and afterwards was dipped in the blood of a mighty Daemon Prince.
Knights of the White Wolf only. If a unit is charged by a unit of Knights carrying this banner, then it must take a Leadership test as soon as the Knights are determined to be within charge range. If the test is passed. the unit can fight on as normal. If the unit falls its test, it must roll 6s to score hits in the first turn of close combat.
If a unit wishes to charge Knights carrying this banner, it must take a Leadership test. If the test is failed, it may not charge or shoot and must remain stationary in that Movement phase. A unit normally not affected by fear is immune to the effects of this banner as well.
The men of Reikland have carried this standard in many a battle. It rests in the Great Cathedral of Sigmar and is brought forth in times of war. A unit flying the Griffon Standard will resolutely stand its ground few foes can break them, no matter how many fall.
A unit carrying the Griffon Standard counts double its normal rank bonus when it comes to working out combat results. If in a single rank, it has no advantage. However, if the unit is in two ranks it receives +2, in three ranks +4. and in four ranks (the maximum bonus) +6.
The unit carrying the Griffon Standard will never pursue a fleeing enemy but will always hold its ground instead.
Held high by Solland's Greatswords in their renowned last stand against Orc invaders, and later recaptured by Karl Franz himself, this banner is a symbol of sacrifice and ultimate devotion to duty.
The unit is immune to panic.
This magic banner absorbs the power of hostile spells and discharges it into the ground.
This banner gives two extra dice to all Dispel rolls against enemy spells which would affect the unit.
Created for the Knights of the Empire by the Gold College of Magic, this standard affects the heavy metal barding of the Knights' warhorses and makes it lighter.
Knightly Orders only. The unit can add +D3" to its charge move. If the charge is failed, the unit will move forward 7" as normal.
This banner shines with a soothing light which reaches into the hearts of warriors in despair, filling them with inextinguishable courage and renewing their will to fight on.
The unit can re-roll any failed Rallying test.