These items were invented by Tommy Punk, Shadewulf, Brad Hann, Greg Caughill, Armando Suarez Romero and Elijah Stewart.
SPIKED WHIP
- 5 pointsPOISONED THROWING DAGGER
- 10 pointsWITCH DAGGERS
- 10 pointsBLOOD SWORD
- 25 pointsFor each unsaved wound against an enemy deduct 1 from their S (strength) to a minimum
of 1. For each point of strength deducted roll a D6. On a 4+ the character using the Blood
Sword gains that point of strength for the rest of the game. A character can only gain
strength up to 10 as normal.
Dark Elves only
ENCHANTED REPEATER CROSSBOW
- 25 pointsBLOODY BLADES
- 40 pointsELF SLAYER AXE
- 45 pointsSEA DRAGONS CLAW
- 50 pointsCLAW OF PAIN - 10 points
The claw enhances any non-magical weapon in the following manner: either a +1 bonus to
wound or an additional -1 to the armor saving throw. The character may not carry a magic
weapon. You can choose a different enhancement each turn but all attacks must use the same
enhancement.
THE DEATHSPIKE OF CTHULU - 25 points.
The Death Spike was forged by Oin, a Rune Smith from the World's Edge Mountains. Oin being
an exception among his kin in that he can tolerate Elves. After being saved from Orcs by
Caradras the Stalker, War leader of the Pine Crags Kindred, Oin declared he would show his
gratitude by giving him the weapon which was going to be given to a particularly suicidal
Troll Slayer who was not surprisingly dead. Caradras refused the offer, preferring his
trusty spear over a fist spike which wouldn't be very practical when fighting from an
Eagle, so instead decided to give it to the most skilled warrior in Loren. Oin re-forged
the size of the fist spike to fit the elvish races smaller hands. Cthulu was a Wardancer
of much fame and reknown. The Spike allow the character to make one additional attack that
ignores all armour saves and causes not 1 but 2 wounds. The characters normal attacks are
made with a mundane hand weapon.
Wood Elf Wardancer Champions only
SNICKNIRCHS LOUDHAILER - 50 points
The loudhailed is a megafon made from the hide of a Squigs and allow the Goblin to scream
orders as loud as a giant. The Goblin will be franticly screaming insults and mismatch
commands and orders to the surrounding goblins. His face turned red from the exhaustion
but the horde is actually moving somewhat coordinated.
All Goblin units (of any kind) within 18 may use the Generals Ld, but it may
not be used in combination with a LD increasing items EG Crown of Command. In addition to
the increased range of the Generals LD his LD is increased by +1 as he is feeling more
important yelling real loud and his troops feel more confident with such a loudmouth as
their general.
Goblin General only (including Night Goblins and Forest Goblins)
MAD CAP POTION - 40 pts
The Night Goblin character feed the potion to a Night Goblon and the start of the battle
and the unit start with an extra Fanatic that replaces a RnF Goblin. Note that this means
that you can have 4 Fanatics in the unit.
Night Goblin only
POTION OF BERSERKER FIT
- 10 pointsBOOTS OF THE CHEETAH
- 15 pointsBRACERS OF SPEED
- 50 pointsNIGHTJEWEL
- 50 pointsPOTION OF MIGHT - 10 pts
The character receives a bonus of +1 to all to-hit rolls on all of its attacks. The
potion must be drunk at the start of any players turn and last for that turn only.
POTION OF FLIGHT - 15 pts
The character may fly for one turn and all rules for flyers apply. At the end of the turn
the Champion will land on the ground unharmed, if the model may not land where he is then
he is removed as a casualty as he crashes into the intervening terrain. The potion must be
drunk at the start of your own turn and last for that turn only.
One use only.
POTION OF BANE - 10 pts
The character is surrounded with a dread inspiring aura and causes Terror for one turn.
The potion must be drunk at the start of any players turn and last for that turn only.
One use only.
POTION OF FRENZY - 10 pts
The character is filled with bloodlust and all rules for Frenzy applies. The character
will loose attacks as per a frenzied character. The potion must be drunk at the start of
any players turn and last for that turn only. If the characters Attacks are doubled to 10
or more he will loose a wound and 2 attacks if he fail his Frenzy test and loose 1 attack
if he pass it. A character with this many attacks are not used to the strain on his body
and will tire more quickly. In addition a character that is immune to psyshology may not
use this item.
One use only.
POTION OF HATRED - 10 pts
The character is filled with hatred toward all enemy models and all rules for Hatred
apply. The potion must be drunk at the start of any players turn and last for that turn
only. A character that is immune to psyshology may not use this item.
One use only.
POTION OF LEADERSHIP - 25 points
This potion increases the character's LD by +3 for one turn. This may not bestow a LD of
higher than 10, however in the case of a break test the LD is increased after the combat
resolution has been worked out. The potion must be drunk at the start of any players turn
and last for that turn only.
One use only.
POTION OF INITIATIVE - 5 points
This potion increases the character's Iniative by +3 for one turn. The potion must be
drunk at the start of any players turn and last for that turn only.
One use only.
POTION OF TOUGHNESS - 10 points
This potion increases the character's Toughness by +1 for one turn. The potion must be
drunk at the start of any players turn and last for that turn only.
One use only.
THE GREEN AMULET - 35 points.
This amulet was created by Ariel and has been blessed with her magical abilities and
protection. The amulet gives the bearer a 5+ special save against all wounds suffered and
a 5+ natural dispel.
Wood Elves only
VIAL OF PESTILEN - 60 pts
This small crystal vial contain an extremely potent and rapid disease. A single sniff is
enough to melt the airways and leave the victim drowning in his own blood. It is however
shortlived and only remain dangerous for a few secounds before it is neutralized by the
air. The vial may be opened when the character looses his last wound in a last attempt to
save himself. The vial must be used against the model that caused the characters last
wound. The model must roll equal to or under his Toughness on a D6 or die, no save allowed
even for magical or special saves. If the attacking character died the Clan Pestilen
character survived the last attack and fights on with a single wound. The vial have no
effect on Undeads or Daemons.
Clan Pestilens only, one use only.
DUSK ARMOUR
- 20 pointsENCHANTED SEA DRAGON CLOAK
- 30 points
NECKLACE OF PROTECTION
- 15 pointsSOUL GEM
- 30 pointsAMULET OF PROTECTION - 50 points
The character receives a 4+ special save against each wound suffered
AMULETT OF FORTUNE - 15 points
The character receives a 5+ special save against each wound suffered
RING OF TWIN APPEARENCE - 35 points
When the ring is invoked a twin materializes next to the bearer and starts to move as the
bearer. This will confuse a warrior in hand-to-hand combat and he is likely to strike at
the insubstantial twin. The Ring grants the bearer a 4+ special save in hand-to-hand
combat. The ring offers no protection from shooting, warmachines or spells.
AMULETT OF CONNECTION - 50 points
The amulett connect the Wizards wellbeing with that of a nearby living person. If the
Wizard is harmed in any manner the connected model is affected instead. If the Wizard
takes a wound, from any source, than on the roll of 4+ a friendly living model within
2" takes the wound instead of the Wizard. This do not apply to auto-kill attacks or
non damaging attacks. Only living models may take the wound, Undeads and Daemons do not
count. Note that the model that take the wound do not receive a save of any kind against
the wound. Of course if the character has joined a unit the unit will be most distracted
as their comrades start to die from no appearent wound. Thus once the character has saved
a wound, IE a RnF model has died, the unit suffer a -1 penalty to their LD. Also this ward
may not be combined with a special save of any kind, its either this ward or the special
save - not both. Of course if there are no friendly living models within 2" then the
amulett can't be used to save wound, so don't bother to roll. Note that Undead Wizards
have few living models that they can prey on but the item is in-character for them, I can
imagine a Necromancer Lord letting his Necromancer Champion apprentice take the wounds.
AMULETT OF SOULDRAIN - 50 points
An Undead Wizard have used the amulett to collect souls from captives. If the Wizard is
harmed in any manner he can expand the soul energy in the amulett to protect him from
harm. The Wizard must roll a D6 and score higher than the number of times the amulett have
been used, if he succed then the wound is saved. IE the first time is automatically a
succes, the second time he must roll 2+ and the third time he must roll 3+. Once the
amulett fail to save a wound the Wizard have expanded the trapped soul energy and it can't
be used any more in the battle. Also this ward may not be combined with a special save of
any kind, its either this ward or the special save - not both.
Undead Wizards only
TRANSCRIPT FROM THE BOOK OF NAGASH - 50 pts
The Wizard has come across a number of pergaments that have been copied from a Book of
Nagash. The Wizard gets access to Necromantic magic and can recast on the roll of 5+.
However the Wizard don't have access to the most powerful spells and only Power 1 and 2
spells may be taken, remove all Power 3 spells before you deal out the spells. Note that
the Wizard may not choose his spells and they are randomly drawn as normal.
STAFF OF MORK - 40 points
The Staff of Mork is one and a half time taller than a goblin and decorated with all sorts
of feathers, vermin skulls, teeth and shiny things. The Goblin shaman that carry the staff
often claim to be an Ork, as you just have to look at the staff to see that he is as tall
as an Ork and he is green you know! The Staff actually grant the Goblin some powers of the
Ork physique and the Goblin Shaman may add his magic level to the Waagh tests, just like
an Ork.
Shaman Goblin only (excluding Night Goblins and Forest Goblins)
ORB OF MAGIC FOCUSSING
- 25 pointsBLOODSTAFF
- 50 pointsHOTEK'S UNHOLY TOME
- 50 pointsAMULETT OF OUTER PLANES - 65 points
The amulett holds the power of an Escape card and functions in the exact same way. Not
that Undead Wizards do not lose control over their minions. This item may not be combined
with a Ward or Special Save from a Magic Item, natural Special Saves are allowed. Also it
cannot be used if the character is wearing the Carstein ring.
One use only
WIZARDS REGALIA - 65 points
The Wizard is dressed in an outrageous manner or sporting oversized tools of trade. Every
commoner knows that to strike at a Wizard means bad luck for a year, what about killing
him! Anyone who wishes to strike at the Wizard must pass a LD test or hesitate to strike
at the Wizard. If the attacker hesitates all attacks are wasted, they cannot be directed
at another model. In addition the Wizard causes Fear.
RING OF INVISIBILITY
- 50 pointsRING OF TELEPORTATION
- 50 points
WAR BANNER OF KHAINE
- 50 pointsD6 Effect
1 nothing happens
2-3 the units gain +1I.
4 the units gain +1 armour save, up to a maximum of 1+.
5 the units gain +1A.
6 the units gain +1S
Dark Elves Battle Standard Bearer only and one use only.
RELIC BANNER - 75 pts
The Relic banner is an ancient war banner of a Clan Pestilen stronghold, after each
victory the skin of the general, or other mighty character, is sewn onto the banner. The
banner attract the Horned Rats attention and his precense make his foes tremble of fear.
The unit receive an additional +1 to Combat resolution and the unit causes Fear. The extra
+1 combat resolution may be used to bolster the units LD, but the LD may not be increased
beyound 10.
Clan Pestilens only
BANNER OF STUBBORNESS - 25 pts
The unit count as having one extra rank and thus +1 Combat resolution, this may take the
rank bonus to +4 instead of the usual +3. The extra rank may be used by a Skaven unit for
the Leadership bonus, but the units LD may not be increased beyound 10.
BANNER OF INSPIRATION - 35 pts
The unit is given a modifiable Leadership value of 10.
BANNER OF ARROGANCE - 10 pts
The unit will pass the first LD test it is required to take, including break tests. Note
that the unit pass the first test required to take, not the first failed test.
BANNER OF BLINDING LIGHT - 50 pts
The banner glows with an intense light that makes shooting at the unit difficult. All
shooting at the unit are at -1 to hit and a unit charged by the unit carrying the banner
may not stand and fire.
BANNER OF STRENGTH - 50 points
The banner absorbs the aggresion on the battlefield and can transfer it to the unit who
will be filled with rage and extra strength. The strength of each RnF model, IE excluding
characters, is increased by +1 for one round of hand-to-hand combat. The banner must be
activated at the start of any players turn and last for that turn only.
One use only.
STANDARD OF STEADFASTNESS - 50 points
The regiment get a LD of 8, the LD is unmodified by break tests. Note that the unmodified
LD is set at 8, this can't be increased by a character joining the unit or using the
generals LD.
BANNER OF SPECTRES - 40 pts
This banner contains the bound spirits of those slain by the unit. Once per game, in the
magic phase, the banner may release the trapped spectres to attack the foe. A single enemy
unit in base-to-base contact with the unit suffers 2d6 S3 hits, no armour saves allowed.
However the spirits are not friendly in any way and if you roll a double for the number of
hits, they attack your own unit instead!
One use only
Plaguelord Lepri of Clan Pestilen
Tommy Punk - UIN: 9946419 - Kalmar, Sweden
Please CC private mail to both emails.
[email protected] - Home email
[email protected] -
Work Email
http://hem2.passagen.se/angel8/Index.htm
- Archive Skaven
http://hem1.passagen.se/pestilen/index.htm
- Archive Pestilen