MORE MAGIC ITEMS FOR WHFB

Compiled by Tommy Punk

These items were invented by Tommy Punk, Shadewulf, Brad Hann, Greg Caughill, Armando Suarez Romero and Elijah Stewart.

WEAPONS

SPIKED WHIP - 5 points
Wearer strikes first in the first round of any combat.
Dark Elves only

POISONED THROWING DAGGER - 10 points
When the bearer is charged or charges into combat he may throw the dagger. Roll to hit as normal. The dagger hits at S4, allowing no armour save and may be thrown at enemy characters.
Dark Elves only and one use only

WITCH DAGGERS - 10 points
Grant +1S, +1A (using two weapons) and an extra -1 save modifier.
Witch Elf Characters only.

BLOOD SWORD - 25 points

For 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 points
May take 1-3 S4 shots at 30". If two shots are taken a -1 To-Hit penalty is added. If three shots are taken a -4 To-Hit penalty is added.
Dark Elves only

BLOODY BLADES - 40 points
Two magic swords that grant +1S and cause D3 wounds with each hit. Because there are two swords they grant an extra attack, just like using an extra hand weapon. No shields are allowed when they are used.
Dark Elf Assassin and Witch Elf characters only.

ELF SLAYER AXE - 45 points
Causes 2 wounds. Only magic armour saves but does so with a -2 armour saving throw modifier. Always wounds Elves on a 2+.
Dark Elves only

SEA DRAGON’S CLAW - 50 points
The magically enhanced claw of a Sea Dragon. The claw grants +1S and causes D3 wounds with an extra –3 armour save modifier.
Dark Elves only

CLAW 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

 

ENCHANTED ITEMS

SNICKNIRCH’S 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 points
Use at start of Dark Elf players turn. Character gains +1A and +1I for that turn (doubled if frenzied). Roll a D6. On a roll of 6 the character loses a wound, no armour save allowed.
Witch Elf characters only

BOOTS OF THE CHEETAH - 15 points
The character gains +1M and +1I.

BRACERS OF SPEED - 50 points
Always strikes first and gains +1A, but may not be used with a magic weapon.
Dark Elves only

NIGHTJEWEL - 50 points
For every wound the character inflicts they gain a wound on a 4+ to a maximum of 3 additional Wounds.
Dark Elves only

POTION 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.

 

ARMOUR

DUSK ARMOUR - 20 points
Armour save of 3+. Grants a 6+ special save against all HTH attacks.
Dark Elves only

ENCHANTED SEA DRAGON CLOAK - 30 points
Grants a 5+ unmodified armour save. Grants a 5+ special save against all wounds suffered. May be used by Dark Elf Sorcerers without comprimising their ability to cast spells.
Dark Elves only

 

WARDS

NECKLACE OF PROTECTION - 15 points
Grants a 5+ special save against all non-magical attacks.
Dark Elves only

SOUL GEM - 30 points
First hit against character automatically discounted. Grants a 5+ special save. For each wound saved a friendly model in base contact suffers a wound, no armour save allowed. If no models are in base contact wounds cannot be saved but the first hit against character still stopped.
Dark Elves only

AMULET 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

 

WIZARD ARCANA

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 points
At the start of each magic phase roll a D6. On a 1-2 the enemy player gains one of the Dark Elf players Winds of Magic cards. On a 3-6 the Dark Elf player gains one the the enemies Winds of Magic cards.
Dark Elves only

BLOODSTAFF - 50 points
The dark elf sorcerer can inscribe one of his Dark Magic spells into the staff at the beginning of the game. This spell may be cast for free. Each time it is used roll a D6. On a roll of 1 the sorcerer takes D3 wounds, no armour save allowed. May only be used by Dark Elf Master Sorcerers and Sorcerer Lords.
Dark Elves only

HOTEK'S UNHOLY TOME - 50 points
Allows the sorcerer to take an additional Dark Magic spell. Only one extra spell may be gained through any means.
Dark Elves only

AMULETT 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.

 

BOUND ITEM

RING OF INVISIBILITY - 50 points
Enemies striking wearer get -2 to hit. All shots hit bearer on a 7+. (roll a 6 and then roll a 4+)
Dark Elves only

RING OF TELEPORTATION - 50 points
Casts Witch Flight on bearer. Roll a D6 after each use. On a roll of 1 the Ring becomes temporarily exhausted and can't be used again that battle.
Dark Elves only

 

MAGIC STANDARDS

WAR BANNER OF KHAINE - 50 points
May only be used by Dark Elf Battle Standard Bearer. At start of Dark Elf players turn roll a D6. The result affects all units within the Battle Standards normal range (12"). If at any time a unit leaves that range they lose the bonus from the War Banner. The effect lasts until beginning of Dark Elf players next turn. Note that only RnF members of a unit is affected, not characters.

D6 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


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