Magic Weapons
Shaped like a wickedly taloned claw, this magic weapon pulses with dark power, ripping apart armour and bone with equal ease.
The wielder may re-roll failed rolls to wound in close combat, and ignores Armour saves.
A more finely balanced sword than this was never made.
The blade confers +3 Attacks on the character wielding it.
This longbow was made from a single piece of rare silverwood, and gifted to Ulanor of the Seaguard by Finubar himself. It is a mighty weapon, and many say it can event sink ships!
Treat the Bow of the Seafarer as a normal longbow with the following exception. Resolve a hit from this like a single bolt from a Bolt Thrower. Note that you may stand & shoot with the Bow of the Seafarer.
Normally this fine blade lies wrapped in silk in the armoury of the White Tower, but in time of war is is given to a great hero to wield in the name of the Loremasters.
All hits wound automatically. Armour saves are modified by the Strength of the bearer.
Bright blue steel can be enchanted to hold spells of great speed and deadly accuracy, and the Elves of Ulthuan are masters of such magic.
The wielder always strikes first, even if his opponent charged that turn. If both models have this ability, roll off to see who strikes first in each Close Combat phase. In addition, the wielder adds +1 to his rolls to hit.
This gleaming blade is made from the finest sea gold, found in the dark depths of the sea and honed by crashing waves. It strikes with the unstoppable power of the sea itself.
No armour saves may be taken against wounds caused by this weapon.
The origins of this beautifully crafted bow are lost in the mists of time, though some believe it to be the same one that was made for Arathion of Ellyrion a thousand years ago.
Treat the Reaver Bow as a normal longbow with the following exceptions: the bearer may shoot three times in each of his Shooting phases and any hits are resolved at Strength 5.
This magical firearm conjures roaring flames from out of thin air, incinerating the enemy with fiery doom.
The bearer of the Fusil counts as having a breath attack, which hits at Strength 3. This is a flaming attack.
This strange and twisted blade was taken from the body of a Chaos champion. Quite why he should have carried it is unknown, as is the name of the brave Elf that slew him.
All hits on a target with 3 or more Wounds on its starting profile will always wound on a 2+. Armour saves are modified by the Strength of the bearer.
Magic Armour
This simple armour is adorned by a single Sarathai rune on the breastplate. The World Dragon itself is said to protect the wearer.
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 4+ Ward save.
This highly ornate armour is imbued with its own strength, which it grants to the wearer.
The Armour of the Gods can only be worn by characters on foot, and can't be combined with other armour. It confers a 3+ Armour save. It also adds +1 to the wearer's Strength characteristic.
A highly polished shield inlaid with swirling patterns in many types of gold.
This shield confers a 6+ armour save which can be combined with other equipment normally. In addition, all attempts to hit the bearer in close combat suffer a penalty of -1.
Decorated with hundreds of glittering gems on a background of deepest blue lacquer, the Armour of Stars is a wonder to behold.
May only be worn by a model on foot. Counts as light armour (armour save 6+) which can be combined with other equipment normally. If the wearer suffers an unsaved wound then one of the gems will burst into brilliant white light as he is instantly teleported 3D6" in a random direction.
Note that this means that he can only suffer 1 unsaved wound in a round of close combat as he will be teleported away before the second can strike him. However, if he was struck by a Killing Blow or a weapon that does multiple wounds per hit (such as a cannon ball) then he would still suffer the instant death or multiplied wounds as normal before teleporting away.
If the model is teleported into another model or impassable terrain then simply carry on moving it along in the same direction until it is 1" beyond. If the model teleports off the table then treat it as having pursued off.
This finely wrought suit of armour is made in an unusual style, not seen since the time before the Sundering. A character wearing this armour seems to shine with an inner light. Surely he is one of the ancient gods of battle!
Counts as heavy armour (armour save 5+) which can be combined with other equipment normally. In order to allocate close combat attacks against the wearer, an opponent must first pass a Leadership test. Test each Close Combat phase. If the test is failed, the enemy may attack another model in base contact instead. Models who are
are immune to this effect also.
A helm of ithilmar and sea gold, bordered with tiny letters of intertwining runic script. These form a prayer to invoke Asuryan's protection upon the wearer.
This helm confers a 6+ armour save which can be combined with other equipment normally. The wearer may re-roll failed armour saves.
Forged by the bitter Shadow Warriors in their hidden camps, the shimmering Shadow Armour weighs almost nothing. It exists somewhere between the real world and that of magic, a fact which mages find quite alarming.
Counts as heavy armour (armour save 5+) which can be combined with other equipment normally. In addition, if the wearer is an independent character on foot then he is treated as having the Scout special rule. He may choose to deploy either at the same time as the other characters, or as a Scout (including setting up with a unit of Shadow Warriors).
Although battered and scarred, this shield is a treasured heirloom of the days when Dragons roamed the skies.
This shield confers a 5+ armour save which can be combined with other equipment normally. Also gives the bearer a 6+ Ward save.
Talismans
These golden bracers are fabled to have been found on the shores of distant Lustria and are inscribed with unusual glyphs.
Gives the wearer a 4+ Ward save. In addition, the wearer may re-roll failed armour saves.
This golden circlet, studded with rare and magical gems, radiates an aura that protects its wearer from harm.
Discount the first wound suffered. One use only.
Wrapped in this pale grey cloak, the wearer seems somehow insubstantial and almost illusory.
Gives the wearer and the unit he is with a 2+ Ward save against enemy spells cast at them. It has no, effect against shooting or close combat attacks.
The tiny size of this powerful artifact belies its true power.
The magical weapons of enemy models will have no special effects whilst they are in base contact with the bearer of the talisman. Treat the magic weapon as a normal one of its type, eg, a Sword of Battle would count as a hand weapon, Porko's Pigstikka would count as a spear, etc.
Incense is often used in Elven rituals and this bundle of incense sticks has been blessed by the wardens of the Shrine of Asuryan. It will burn for days, wreathing the bearer with the scented smoke of the temples.
All shooting at the bearer or the unit he is with suffers -1 to hit.
A spark from the sacred flame at the temple of Asuryan is held in this ornate casket.
Gives the wearer a 5+ Ward save.
Though the Amulet constantly flickers with pale flames, the wearer is never burned.
Gives the wearer Magic Resistance (1). In addition, the wearer cannot be harmed by fire-based attacks, eg, Skaven Warpfire Throwers, Dwarf Flame Cannons, or fire balls, etc.
Arcane Items
This well-worn tome has been studied by mages throughout the ages and has helped some of the greatest understand the inner workings of the realm of magic.
Any spell cast by the mage with this book will be cast with Irresistible Force on any successful casting roll which includes any double, except a Miscast.
Dug from beneath the Annuli mountains, this crystal has been shaped by the magical vortex that swathes Albion, so that it draws magical energy towards it.
During the enemy's Magic phase, the Crystal allows the High Elf player to remove one dice from the opponent's pile of Power dice and add it to his own Dispel dice pile.
The sigil is tattooed on the hand of the mage using inks prepared in the sacred flame of Asuryan-itself. After use it quickly fades to nothing.
Automatically dispels one enemy spell. In addition, roll a D6. On a 4+ the spell is destroyed and the casting Wizard cannot use it for the duration of the battle. One use only.
This gnarled and twisted staff looks out of place among the refined and delicately made possessions of the Elves. However, it is one of the most highly valued items a wizard can possess.
Gives +1 to all casting attempts made by the wizard carrying it.
The Staff earths the malign energies of the Unseen Realm, dissipating any harm caused by unstable magic before it touches the mage.
This staff makes the Mage immune to the effects of his first Miscast. Note that a miscast spell still fails regardless of the actual dice score rolled.
This fine ruby glows blood red with a sorcerous energy that even the least magically adept can clearly see.
The jewel gives the Mage +1 Power dice in each of his own Magic phases. Only he may use this dice.
This slender wand is covered with many lines of winding runes of the ancient script.
The wearer knows one more spell than is normal for his level.
Enchanted Items
Those with the witch-sight see this as a dark void, an unsettling patch of nothingness in the world of magic.
No Wizard within 6" of the bearer may cast any spells. No other magic item or rune item within 6" of the bearer will work. Treat them as normal weapons, banners, etc, of the appropriate type. Note that this applies to all friendly wizards and magic items as well as enemy ones.
A small vial of sky-blue liquid that sparkles in the light and holds the power to cheat death itself.
The character may drink this at the start of any phase in either player's turn. It will immediately restore all Wounds lost by the character during the battle so far. Obviously, if the character is dead at the start of the phase then he can't drink the potion. One use only.
The gem is normally kept in a black velvet bag, carefully hiding its brilliance from prying eyes.
The wearer counts as a Level 1 Wizard. However, the wearer may still cast spells whilst wearing armour. This has no effect on characters who are already Wizards.
For millennia the High Elves have fought bitterly against the Dwarfs, collecting beards as a token payment for their black theft of the Phoenix Crown. Such is the concentration of enmity focussed in this item that Dwarf runes, the pride of their race, will be drained of their power if they come too close.
Dwarfs both hate and fear the wearer of the Cloak. In addition, for the duration of each Close Combat phase, each model in base contact with the wearer loses all the runes from one of their runic items (determined randomly). Treat the item as a normal one of its kind.
The origins of this spell are steeped in mystery, and no other artefacts of this powerful mage survive. However, few are the loremasters, wizards or warlocks that have not heard of it!
Bound Spell. Power level 4. The Ring of Corin 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 Ring of Corin contains the Vaul's Unmaking spell.
The Elves are justly famed for their magical rings, and the black iron Ring of Fury is one of the most feared.
Bound Spell. Power level 3. This 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 Ring of Fury contains the Fury of Khaine spell.
After each use, even if it was dispelled, roll a D6. On a roll of a 1 the power of the Ring has been exhausted and it may not be used for the rest of the battle.
The tales in this book give heart to all High Elves that hear them: tales of ancient valour and glory, stories of nobility and self-sacrifice.
The character with the tome recites the stirring words of heroes of old as battle is joined. All High Elf units within 6" of the bearer get +1 Leadership (up to a maximum of 10).
This delicate silver amulet is unadorned and plain in appearance, though it is potent in its protective powers.
Spells that target the character or the unit he is with subtract -3 from their casting roll. It has no effect on spells cast with Irresistible Force.
Magic Standards
This heavily woven banner is embroidered with detailed scenes of High Elf victories, and twinkles with the light of a thousand gemstones.
The unit may add +D6 to the combat resolution of any close combat in which it is involved.
This magnificent standard is emblazoned with the glittering image of the World Dragon — a symbol of Ulthuan itself. It is made of the finest silks and cloth of gold, with a thousand emerald dragon scales that sparkle in the firelight.
The unit is completely immune to all spell effects, whatever their source. This includes friendly spells, bound items, and spells with areas of effect that were cast at nearby units, etc. Spells which are cast on another unit, such as the Flaming Sword of Rhuin, will work as normal, as will magic weapons used to attack them.
The Loremasters of Saphery presented this banner to the Phoenix King Finubar the Seafarer.
The banner adds +D3 Power dice to your pile in each of your own Magic phases.
Troubling shadows and flickering patches of light play across this banner as it flutters in the wind.
The unit carrying the Standard of Balance, and any enemy unit in base contact with it, is completely Immune to Psychology. Note that troops with frenzy lose it, just as if they had lost a round of combat.
The fabric of this banner is steeped in magical energies and interwoven with powerful protective charms.
The unit gets Magic Resistance (2). In addition, any Undead or Daemon model touching the unit carrying the banner will suffer 1 Wound (saves as normal) at the start of each of the bearer's Magic phases. Note that this does not count as a close combat attack.
An aura of courage fills the hearts of those who serve under this banner, making them each as fierce as a lion!
This small pennant depicts Korhandir, the father of all horses. It imbues the regiment with tireless energy to forge their way through the densest terrain.
The unit treats difficult ground as open ground for purposes of movement.