Source: Warhammer Fantasy: 6th Edition

Tools of Supremacy
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Magic Weapons

Fellblade(Magic Weapon)85 points

The Fellblade was created by the Skaven to destroy the Necromancer Nagash. It is made from ore smelted from warpstone and mixed with stolen gromril. So deadly is the Fellblade, that even its wielder will eventually succumb to its effects.

The Fellblade's wielder has Strength 10. Each unsaved wound is multiplied into D6 wounds. Roll a dice at the end of the wielder's turn: on a 3+ there is no effect; on a roll of 1-2 the wielder suffers 1 wound with no armour save allowed.

Blade of Black Fury(Magic Weapon)50 points

A Skaven wielding this is invigorated with sorcerous energy that pulses through his body.

The sword confers +2 Attacks to the wielder.

The Gouger(Magic Weapon)50 points

The potent blade of this foul weapon is engraved with twisted markings and is capable of slicing through the finest armour with ease.

No armour saves are allowed against wounds caused by the Gouger.

Warpstone Stars(Magic Weapon)50 points

These throwing weapons are coated with deadly poison which eats through armour and flesh.

Clan Eshin only. The model can throw as many Warpstone Stars in a single Shooting phase as it has Attacks on its profile (all against the same target). Treat them as normal throwing stars, but with a range of 10" and Strength 5. Each unsaved wound is multiplied into D3 wounds.

Cursed Blade of Delirium(Magic Weapon)45 points

Enemies fighting the bearer of this maddening weapon become confused and befuddled, making it hard for them to strike back.

The wielder's Weapon Skill is raised to 10.

Weeping Blade(Magic Weapon)45 points

This weapon weeps a black and corrosive venom which can burn through armour and slay with the merest touch.

The wielder has + 1 Strength. Each unsaved wound is multiplied into D3 wounds.

Desolate Blade(Magic Weapon)40 points

This ancient weapon is imbued with dark power and glows with a pulsing green light.

The sword confers +2 Strength to all close combat attacks made by the wielder.

Headsplitter(Magic Weapon)40 points

The twisted runes on this sling guide its bullets invariably towards the eyes, throat or any other weak spot in the hide of huge and very tough monsters.

This is treated as a normal sling, but against models with Toughness 5 or more, it always wounds on a 2+ with no armour saves allowed.

Dwarf-slayer(Magic Weapon)35 points

This wicked and ancient weapon was fashioned as the Skaven battled to wrest the Worlds Edge Mountains from the Dwarfs.

Against Dwarfs, the wielder always wounds on a 2+. Armour saves suffer a -3 modifier, regardless of the welder's Strength.

Blade of Corruption(Magic Weapon)30 points

Seething with the foul energies of pestilence, this blade, wielded by the favourite disciples of the Horned God, brings corruption and death to those unfortunate enough to be struck by it.

Clan Pestilens only. Once an enemy has suffered an unsaved wound from this weapon, he must roll a dice at the beginning of each of his turns. On a roll of 1-3. he will suffer one wound, with no armour save allowed.

Languisher Sword(Magic Weapon)25 points

The Languisher Sword is a blade forged from broken shards which causes all opponents to become weak and sluggish when fighting the wielder.

The wielder of the sword always strikes first in close combat, even before enemies that have charged. If the wielder is fighting another enemy who is also entitled to strike first (because of spells, special abilities, etc), then resolve attacks in Initiative order. If both combatants' Initiative values are equal, roll a dice to determine who strikes first.

Blade of Nurglitch(Magic Weapon)20 points

The merest scratch from this rusted weapon, covered in filth and slime, is instantly infected and turns gangrenous.

Enemy models lose 1 point of Toughness from their profile for each unsaved wound they suffer, to a minimum of Toughness 1.

Death Globes(Magic Weapon)20 points

The variety of poisoned wind globes carried by Warlock Engineers are a vastly improved variant of the globes carried into battle by Globadiers, being -both more deadly and less prone to shattering in the hands of the thrower.

Clan Skryre only. The character can throw one Globe per Shooting phase. Place the small round template with its centre anywhere within 8" of the character. Scatter the template and resolve hits as you would for a Stone Thrower template. All models hit suffer a wound on the result of a 4+, with no armor save allowed. If you roll a Misfire, centre the template on the model throwing the globe.

Things-catcher(Magic Weapon)20 points

This is the weapon wielded by the greatest heroes of Clan Moulder, used to catch the prey they need to conduct their foul experiments upon.

Clan Moulder only. This weapon requires two hands to use and confers the Killing Blow special ability.

Magic Armour

Rust Armour(Magic Armour)50 points

This is an ancient, decaying suit of armour, held together with the power of dark sorcery.

Gives a 5+ armour save that can be combined with other armour as normal. In addition, if the wearer is wounded by a hit with a Strength sufficiently high to completely cancel his armour save (or a hit that does not allow armour saves at all, such as from a cannon ball), the wound is discounted but the armour falls to pieces and is destroyed.

Warpstone Armour(Magic Armour)35 points

Warpstone Amour contains powdered warpstone that is mixed in with the metal during the forging process, and radiates a poisonous aura.

Gives a 4+ armour save that can be combined with other armour as normal. For each successful armour save in close combat, the armour inflicts a Strength 4 hit against the enemy that struck the blow.

Cautious Shield(Magic Armour)25 points

This large magical shield emphasises a natural trait in Skaven nature.

Gives a 6+ armour save that can be combined with other armour as normal. The bearer can force one model in base contact to lose 1 Attack (he can choose which Attack in the case of opponents with different Attacks, such as cavalry models).

In addition, the model can decide not to attack at all. but to wield the shield with two hands and concentrate on defence. If he decides to do this, the chosen enemy will lose 2 Attacks. The player must declare which way the shield will be used at the beginning of each Close Combat phase, before any side strikes blows.

Talismans

The crown is crafted from, sharp barbs of corroded and tangled metal that push their way deep into the skull of the wearer, sending dark, invigorating energy through his body.

The Twisted Crown gives the wearer the Regeneration ability.

The Foul Pendant(Talisman)30 points

Sickly green smoke radiates from this rat-skull token. This solidifies before incoming attacks, returning to smoke once more when the blow is deflected.

The pendant confers a 5+ Ward save to the bearer.

Tenebrous Cloak(Talisman)30 points

This grey cloak is made of spider-silk, magically moulded into its shifting form. It swims around the wearer with a life of its own, concealing him from view and turning aside arrows and hostile magic.

Ring of Darkness (Skaven)(Talisman)25 points

The bearer of this ring creates an area of almost impenetrable darkness when gazed upon by a creature that makes use of magical sight.

The bearer and the unit he is with have Magic Resistance (1). Also, when a spell, magic item or any Other scrying magic would force the Skaven player to reveal magic items or any other hidden' presence in the unit, the Skaven player must only reveal the presence of this ring. Everything else remains hidden.

Warpstone Amulet(Talisman)25 points

The Warpstone Amulet radiates disharmony, hostility and confusion, so that anyone who attacks its bearer becomes dazed and bewildered.

The Amulet confers to the bearer a 4+ Ward save. At the end of the game roll a D6. On the result of 1, the character succumbs to the mutating power of the warpstone and counts as a casualty for the purposes of allocating Victory points, and cannot contest table quarters. No re-rolls are allowed for this final roll.

Arcane Items

Warpstorm Scroll(Arcane Item)50 points

As the words of this scroll are read aloud, the sky darkens, lightning charging the air with electricity.

Scroll; Bound Spell (Power Level 5). One use only. All units of flyers within 24" of the caster suffer D6 Strength 6 hits. Flying monsters and their riders within range also suffer D6 Strength 6 hits, randomised like shooting hits.

Warp Scroll(Arcane Item)30 points

The Grey Seers write Warp Scrolls using quills dipped in the blood of an enemy slain through treachery. As their words are read aloud, the parchment crumbles to dust.

Scroll; Bound Spell (Power Level 5). One use only. The scroll's spell has a range of 24" and can be cast on any unit which is visible to the bearer. The spell contained in the scroll inflicts one Strength 3 hit on every model in the unit. If the unit suffers any casualties, it must take a Panic test.

Eye of the Horned Rat(Arcane Item)25 points

The Eye is imbued with warpstone energy which can be channelled by the bearer by holding the stone firmly to his head.

The Wizard can decide to activate the Eye at the beginning of each of his Magic phases. On a result of 2-6 add one Power dice to the Power dice pool. If a 1 is rolled, no dice are added to the pool and instead one dice is removed from the pool.

Storm Daemon(Arcane Item)25 points

The Storm Daemon is a warpstone-powered device, created by the Warlock Engineers, that crackles with barely contained power.

Scroll; Bound Spell (Power Level 4). Warlock Engineers only. Once in each of his own Magic phases, the bearer can cast the Warp Lightning spell (the weakest version). The spell requires no Power dice to east as all the power is provided by the Storm Daemon itself.

Roll a D6 every time it is used. On a 1 the Storm Daemon runs out of power and cannot be used for the rest of the battle.

Warpstone Token(Arcane Item)10 points

These pieces of refined warpstone are consumed by Skaven wizards to power their spells.

This is a dangerous technique but this does not stop the Skaven in their hunger for power.
See the rules for Warpstone tokens in the section on Skaven magic.

In a similar way to scrolls, all Skaven wizards in the army can buy as many Warpstone tokens as they can afford within the limit of the points they can spend on magic items. Buying one or more tokens does not count as taking an Arcane item.

Enchanted Items

Brass Orb(Enchanted Item)50 points

When thrown, the Orb opens a crack in the plane of reality for a split second, sucking those in its vicinity into the twisting Realm of Chaos.

One use only. Once per battle, the user can throw the orb exactly like a Death Globe. Models hit must take an Initiative test or be destroyed, with no saves (of any kind) allowed. Remember that a 6 is always a failure, but characters are allowed a "Look Out, Sir!" roll as normal. An Empire Steam Tank hit by the orb suffers 3D6 points of damage.

Cloak of Shadows(Enchanted Item)50 points

This is woven from the hair of murdered foes, and casts shadows of darkness around its wearer.

Clan Eshin only. In order to shoot or cast a spell against the bearer, enemy units first need to roll a 5 or 6 on a D6. If they fail, they can choose a different target, choose to cast a different spell, etc. If the bearer is inside a unit or is engaged in close combat, the cloak has no effect.

Skalm(Enchanted Item)50 points

Skalm is a foul smelling substance that Skaven smear on wounds to increase the rate of healing.

One use only. Use once, at the beginning of any phase (own or enemy's). Skalm cures all wounds suffered so far by the bearer.

Skavenbrew(Enchanted Item)50 points

Skavenbrew is a concoction of warpstone and blood milked from all manner of foul creatures.

A character can feed Skavenbrew to the unit he is with at the beginning of the battle. The Skavenbrew will have no effect on other, characters in the unit. Roll a D6 to determine the effect of the Skavenbrew:

D6

Result

1

No effect.

2-3

The unit and the character are frenzied.

4-5

The unit and the character hate all enemies.

6

The unit and the character are frenzied and hate all enemies (despite being immune to psychology due to frenzy). In addition, the unit suffers D3 wounds from overexertion at the end of every Skaven turn (distribute them as missile hits, no armour save allowed).

Liber Bubonicus(Enchanted Item)40 points

This foul book is inscribed with the clandestine lores of corrupt magic, and contains the secrets of every pestilence and plague in the world.

Bands of Power(Enchanted Item)25 points

These tarnished armbands, when clashed together, imbue the wearer with unnatural power.

Bound Spell (Power Level 4). Once per Magic phase, the user can cast the spell bound within the bracers. The spell requires no Power dice to cast as all the power is provided by the bands. The spell doubles the model's basic Strength value until the beginning of his side's following Magic phase.

Warpstone Charm(Enchanted Item)25 points

Jewels of pure warpstone are often worn by wealthy Skaven as lucky charms.

One use only.This item allows its bearer to re-roll any single dice roll once during the game. This can even be used to effectively cancel a Miscast or cause Irresistible Force.

Magic Standards

Sacred Standard of the Horned Rat(Magic Standard)75 points

No one can behold this ghastly symbol of death without a sense of foreboding.

All models in the unit cause fear.

Storm Banner(Magic Standard)75 points

This ancient and tattered banner has the power to wrack the sky with storms, tearing the heavens apart with its fury.

One use only. The banner can be activated at the beginning of any player's turn. No flying movement is allowed and all missile fire is at -2 to hit. All war machines and other ranged attacks that do not use BS may only fire if the player first rolls a 4+ on a D6 (roll for each model). Magic missiles and other ranged spells are not affected. Roll a D6 at the beginning of each player's subsequent turns - on a roll of 1 or 2, the power of the banner is exhausted and it no longer has any effect for the remainder of the battle.

Umbranner(Magic Standard)35 points

A writhing black cloud hangs over the unit bearing the Umbranner, turning arrows in mid flight away from their intended targets.

All models in the unit carrying the banner receive a 4+ Ward save against all normal and magical missiles with Strength 4 or less.

Banner of the Four Black Winds(Magic Standard)30 points

Magical winds howl around this dark, tattered banner forcing flying creatures to the ground.

Flying models wishing to charge the unit carrying the banner must use their ground movement value and cannot use their flying movement to charge.

Banner of Burning Hatred(Magic Standard)25 points

This banner of flayed skin is covered in the powerful runes of the Skaven deity.

The unit hates all enemies, even if the unit is normally Immune to Psychology because of frenzy. Roll a D6 at the beginning of each of the unit's Movement phases if the unit is not declaring a charge. On a roll of 1-3, the unit has to move as fast as it can towards the closest enemy it can see.

Banner of the Swarm(Magic Standard)20 points

This rotting banner deludes the enemy into thinking that they are being overwhelmed by a chittering horde of untold numbers.

If the unit carrying the banner is fighting in a combat where its side outnumbers the enemy, the 'outnumber enemy' bonus is +2 instead of the normal +1.