Special Note: Models from the Beasts of Chaos can also use items from the Hordes of Chaos within the limitations given there. No Beasts of Chaos characters can ever use enchanted items.
Magic Weapons
This twin pair of axes were originally owned by the mighty Banebeast Khorgor. When he was eventually slain and his body consumed by his followers, the axes were taken by his successor and so they have continued to be passed down through the centuries.
Characters on foot only. This pair of axes requires two hands to use. The bearer gains +1 Attack and may re-roll any missed rolls to hit in close combat.
This brutally spiked cudgel is stained black, having bathed in the blood of thousands slain on the field of battle. The spirit of the heavy, unsubtle weapon hungers for blood, and any who carry it for long become overwhelmed with visions of darkness and blood, and find themselves obeying the bloodthirsty longings of the Black Maul.
Adds +2 to the bearer's Strength, and the bearer is also subject to frenzy.
This massive, heavy club is ringed with bands of cursed iron. and carries enchantments of shattering and destruction. Though it lacks an edge with which to penetrate armour, those struck by it find their bones turn to powder under the sheer brute force of the blow. Even castle gates have fallen to this weapon in its long and bloody history.
The Mace always wounds on a 2+. Armour saves are taken using the wielder's normal Strength.
Against Castles, Empire Steam Tankks and in other situations where a roll to wound is not taken, the wielder counts as having double its Strength characteristic, to a maximum of 10.
Carved from the tooth of a monstrous Shaggoth, the Great Fang tears through armour, bone and flesh with ease.
No Armour saves are made against wounds caused by the Great Fang.
Taking the form of a crude glaive writhing with veins and gasping, fanged mouths,
the Slaughterer's Blade feeds on indiscriminate bloodletting. Any who wield it are said to gain eternal life, provided that the blood on the blade never dries.
Characters on Foot only. The Slaughterer's Blade counts as a great weapon in all respects. In addition, for each wound inflicted with the Slaughterer's Blade, roll a 1D6 immediately. Each roll of a 4+ heals one lost Wound to the bearer (up to their starting Wounds total). Wounds regained in this way do not count towards combat resolution.
The dark, serrated blade of this weapon is engraved with words of power in the Dark Tongue, keeping its biting edge keen and sharp for all time.
Rolls of 6 to wound with this weapon allow no Armour saves.
Magic Armour
After years of being smeared in blood, filth and excrement in the name of the Chaos gods, the Champion's pelt has mutated into an iron-hard cloak of gristle and hair that affords protection from both physical and magical attacks.
Beasts of Chaos characters only. The Pelt confers a Scaly Skin 6+ save that can be combined with normal armour. It also gives the bearer and any unit he joins Magic Resistance (1).
Properly treated and inscribed with the correct sigils when Morrsleib is full in the sky, the Trollhide Armour confers some of the more gruesome abilities of its former occupant to the wearer.
Trollhide Armour counts as a suit of heavy armour. The wearer may also Regenerate, except that lost Wounds are only regained on the roll of a 6, rather than a 4, 5 or 6.
When the towering beast-spawn known as Sharggu was slain, its hide was roughly cut and ripped from its body to make a heavy, shaggy cloak. It was said that Sharggu was impervious to arrows and javelins hurled against it. and so it was believed that the fur could make a Champion invulnerable to missiles.
Beasts of Chaos characters only. Adds +2 to the bearer's Armour save against missile fire (including magic missiles), up to a maximum Armour save of 1+.
As well as scraps of chainmail and plate metal, the Chaos Armour of Beastmen is often also formed from bone, wood and the hides of strange creatures.
Beasts of Chaos characters only. May be given to a Bray-shaman. Chaos Armour gives a 4+ Armour save, that can be combined with other equipment as normal (other than light armour and heavy armour). A model may wear Chaos Armour and still cast spells.
Talismans
Fashioned from the tusk of one of the lumbering daemonkin haunting the depths of the forest, a blast on this magical horn can chill enemy warriors to the core, and drive all thoughts of battle from their minds in their desperation to flee.
One Use Only. Once per battle, the bearer can force a fleeing enemy unit within 12" to automatically fall their Rally test. This must be declared before the test is made.
Occasionally, a beast that has earned the favour of his patron god sprouts a thick crown of long, jet-black horns from his skull. Rivulets of blood constantly trickle from where the horns have bushed through his forehead, and it is obvious to all that the bearer has truly been marked for greatness.
Beasts of Chaos characters only. The bearer benefits from a 5+ Ward save and confers +1 to any attempts to rally to a unit he has joined in addition to other modifiers.
Carved from the horn of a slain Unicorn, the resounding noise that sounds when it is blown is such that any Beastmen who hear it will race to answer its call.
Beastlords and Wargors only. May only be given to the army General. When sounding an Ambush, all ambushing units may add +1 to their Leadership test for arriving on the battlefield.
The bearer has a rare and potent rune fused into his flesh, a sigil of pure savagery that has devolved its wearer into nothing more than a ravenous mass of muscle and fangs. Even the strongest beast will cower before the unbridled ferocity of this raging predator.
Beasts of Chaos characters only. Ridden monsters, lone monsters, the steeds pulling chariots, cavalry mounts and swarms may never direct their attacks at a model bearing the Rune of the True Beast, although their riders may attack as normal.
This pulsating, dark red gemstone exudes a throbbing dark light and beats like a living heart. Those under the influence of its power are filled with a longing to kill, and will charge recklessly at the foe, filled with hate-fueled invigoration.
Beasts of Chaos characters only. The character and any unit led by him adds +D3" to their charge move. Roll after declaring charges — if the charge is failed, the models move their normal failed charge distance.
Arcane Items
This rotting wooden goblet is filled with a festering brew of pus and blood, and wriggling maggots and worms spill from the froth on the liquid's surface. A Shaman who sups from the chalice feels a burning pain wrack his body as the foul liquid seeps through him, yet his magical ability is suddenly enhanced, making his spells all-powerful and deadly.
Mark of Nurgle only - One Use Only. The Shaman may drink from the Chalice at the start of his Magic phase. He suffers an immediate Strength 4 hit that ignores Armour and Ward saves (Regeneration may be taken as normal). For the remainder of that Magic phase, any spell cast by the Shaman will be cast with Irresistible Force on a successful casting roll which includes any double, except a Miscast.
Wrenched from the jaw of the legendary Doombull Grashak, the Goretooth is hung from a necklace of bones and tendons. It carries within it the savage hatred of this once-mighty Champion of Chaos, and the wearer constantly froths at the mouth, bloodshot eyes staring as be lumbers toward his prey.
Beasts of Chaos characters only. The Goretooth confers hatred and the Bloodgreed special rules to the bearer. The bearer must replace one of his randomly rolled spells with The Bear's Anger, regardless of the lore he has chosen.
This staff writhes with movement, twisting in the bearer's hand. Faces appear in the woodwork, pushing outwards to curse the living. This malevolent staff can be used by a Bray-shaman to enhance his magical powers.
Counts as a braystaff. Also, the Shaman knows the following spell in addition to his other spells: The Wild Call
Magic Standards
This ancient banner is stitched together from pieces of hide hewn from literally hundreds of defeated enemies Only the flayed skins of the most powerful foes are honoured in such a manner, tor the beastmen believe that they themselves have become imbued with the powers of these defeated enemies.
All Beasts of Chaos models in the unit, including characters, gain +1 Attack when they charge.
The Flesh Banner is made from living body-matter and looks like a boneless man stretched into a large, squarish shape. In battle, the pitiful creature wails and screams at the enemy, clutching at them with flailing arms and tentacles, drawing them towards its drooling mouths.
At the end of each of your Magic phases, any enemy unit in base contact with the bearer of the banner suffers D6 Strength 4 hits, distributed as shooting hits.
Festooned with the horns of past Beastlords, the Gore Banner is a powerful symbol to Beastmen and bolsters their confidence.
A unit with this banner may re-roll failed Panic tests.
When using the Ambush special rule, the unit is able to re-roll its Leadership test for arriving on the battlefield if it is failed. The second roll stands.
This gnarled, contorted bough is bung with the heads of fallen Bestigor Champions, bulging from within its dark branches like obscene fruit. The magic of the totem is so strong that these heads chatter with a semblance of life, dribbling thick strings of poisonous blood in an unholy sacrament onto the outstretched weapons or the Beastmen below.
Beasts of Chaos only. All models in the unit bearing this totem count as having Poisoned Attacks. This will have no effect on characters wielding magic weapons.