1.
(A) 200g + Normal Value WEAPONS RACK (Random
Magic Weapon)
Magic Weapon
(All)
The
Warriors find a Weapons rack with dirty but well-fashioned items on it, scavenged
from who knows where. Some have runes or sigils cut into them, and they all
look lethal. Roll a D3 to see how many weapons catch the party’s eye, then
roll a D6 to see what you have found:
1. A cruel dagger
2. A Dwarf hammer
3. A sturdy staff
4. A Mighty axe
5. A deadly-looking sword
6. (Randomize a weapon based on what members of the party wield as their
favored weapon)
which... (Roll 1d6)
1. Causes +1 Wound/Battle-level every time it strikes
2. Ignores 1d6 points of armor
3. Gives the wielder +1 to hit
4. Gives the wielder +1 Attacks
5. Allows the wielder to parry incoming blows on a die roll of 6
6. Causes an extra 6 Wounds on a to hit roll of 6
2.
(E) 250g SWORD OF JUSTICE
Magic Weapon
(All)
The
Sword of Justice is traditionally carried into battle by the Emperer’s personal
champion. The bearer can re-roll damage rolls that fail to break through
the target’s Toughness and Armor.
3.
(A) 250g SWORD OF BATTLE (+1 Attack)
Magic Weapon
(All)
A Sword
of Battle is forged with potent magic that enables it’s wielder to employ
it with dazzling speed and deadly effect. The blade confers +1 Attack on
the character wielding it.
4.
(O) 250g OWZAT’S CLUB OF SMACKIN’ (Knocked
back 1d6-Str Squares)
Magic Weapon
(BD)
Owzat
was an unpredictable warrior, keen to experiment with new and better ways
to beat up his many enemies. Usually these went disastrously wrong for Owzat,
but once in a while... A character that suffers at least one Wound (After
Toughness) from the Club, but is not killed, is immediately knocked (1d6 -
Str) Squares directly backwards. If he crashes into another model, both take
Str 2 hits immediately. If he crashes into a wll, only he takes a Strength
2 hit.
5.
(O) 250g FROWING NIFE (As
Lair of the Orc Lord, pg. 19)
Magic Weapon
(BWE)
6.
(E) 200g WYRMSLAYER SWORD
Magic Weapon
(All)
The
Wyrmslayer Sword has been the doom of many monsters menacing the Empire.
Hits from this sword always cause at least 1 point of actual damage. In addition,
Large Targets lose their Ignore Pain ability against this weapon.
7.
(A) 200g SWORD OF MIGHT (+1 Strength)
Magic Weapon
(All)
A Sword
of Might is wrought with enchantments that bind within it’s fabric a great
and magical strength. The blade confers +1 Strength upon the character who
fights with it.
8.
(A) 150g BITING BLADE (-1 Armor Save)
Magic Weapon
(All)
The
Biting Blade is forged with bitter curses that work against the armor of it’s
foes. All hits ignore 1 point of armor. If any sixes are rolled for damage
the Biting Blade has ruined the armor forever. Magical armors get a 4+ saving
throw against being destroyed.
9.
(O) 100g WOLLAPA’S ONE HIT WUNDA (+3 Strength
Once per Adventure)
Magic Weapon
(All)
Around
the campfire, after the Orcs have drank to much fungus beer to clout them,
the Gobbos will talk in hushed tones of the rebellious Wollapa, of his tremendous
weapon and his even more tremendous ability to outrun even the fastest boar
when he misses his target. Wollapa’s One Hit Wunda provides it’s user with
+3 Strength, but it only works once in the game. The player can decide he
is using the weapon after a hit has been scored but before rolling for Wounds.
Any other hits scored by the bearer are at normal Strength.
10.
(E) 250g BRONZE SHIELD (+1 Toughness)
Magic
Armor
(BDE)
A shield
made of bronze can carry a powerful enchantment of protection, but only for
a short time. The bearer may ignore 1d6 hits from shooting or close combat,
after which the shield functions normally from then on.
11.
(E) 200g HELM OF THE SKAVEN SLAYER (+1 Toughness)
Magic
Armor
(Barbarian Only)
The
legendary helm of Count Mandred Skaven Slayer, this relic fills the rat-spawn
with dread. This helm confers 1 point of Toughness which can be combined
with other equipment normally. In addition, any time the Warrior encounters
any creatures that would be in a Skaven Army, make a Fear Test against them
(automatically succeeding if the creatures don’t cause fear). If the test
is passed, the Skaven suffer the effects of Fear and become subject to the
Break special rule.
12.
(O) 200g NOBBLA’S ‘ELMET (+1 Toughness, 6+
Ward Save)
Magic Armor
(B)
Given
that it was made by Gobbos, Nobbla’s ‘Elmet is a fantastic piece of workmanship
- given that it was made by Gobbos. Gives the wearer +1 Toughness as well
as a 6+ Ward Save.
13.
(A) 100g ENCHANTED SHIELD (+2 Toughness)
Magic
Armor
(BDE)
The
Enchanted Shield protects it’s user with powerful magic. The shield is worth
2 points of armor instead of the mundane 1.
14.
(A) 250g POWER STONE
Magic
Item
(Wizard Only)
The
Power Stone is imbued with a powerful magical invocation. When it is held
out by a Wizard before he casts a spell, he can add (his Battle-Level) amount
of points to his mana for one turn per adventure. As Power Stones are prepared
by Wizards prior to battle they can only be used once before their power is
exhausted. Note that Power Stones are not unique items. It is quite possible
for a Wizard to carry more than one. However, only one Power Stone can be
used (per turn) to cast a spell. Casters that must roll dice to cast spells
add +2 to their roll when they use this item. Cleric types roll a die.
On a 5+ the Stone also acts as a divine focus for them, allowing them to use
it in much the same way. (It turns out to be a sacred talisman for their
diety.)
15.
(A) 250g DISPEL SCROLL
Magic
Item
(Wizard Only)
A Dispel
Scroll is inscribed with a powerful anti-magical invocation. When it is read
out by a Wizard, the effect is to drain away magical power and weaken a spell
that has been cast. As soon as a spell has been cast, any Wizard who has
a Dispel Scroll can read it, automatically dispelling the desired effect.
A Wizard that already has a spell in play will automatically cancel it by
reading a Dispel Scroll. It is quite possible for a Wizard to carry more
than one of these, though only one can be used at a time.
16.
(E) 250g LUCKSTONE (Re-Roll Power Phase)
Magic
Item
(Wizard Only)
Charged
with divinatory power, these stones are very useful when a Wizard is manipulating
the delicate balance of the Winds of Magic. Once per adventure, the bearer
can re-roll the Power Die for one turn. This can effectively cancel random
events that occur when a ‘1’ is rolled.
17.
(E) 250g CRYSTAL BALL
Magic
Item
(Wizard Only)
Nothing
can be hidden from the inquisitive gaze of Wizards using this powerful scrying
device. If the Wizard is exploring, he can look into the crystal ball to
see what the next Event card will be, rolling on tables as necessary. The
attempt succeeds on a roll of 4, 5, or 6. Once per adventure the Wizard
can also use the ball to see which fork the objective is down, if at a crossroads.
This attempt succeeds automatically.
18.
(E) 250g DOOMFIRE RING
Magic
Spell (BEW)
The
Doomfire Ring, made of iron and rubies, contains a spell which allows its
master to cast fire upon his enemies. The Doomfire Ring may cast it’s Bound
spell once per turn like an ordinary spell. The spell requires no Power to
be expended, all the power required is provided by the Ring itself. A flaming
magic missile spurts from the Ring in a straight line up to 18 squares long,
striking the first monster in it’s path. The monster takes 1d6 Strength 3
hits. Any character, except for classes that dislike magic, like Dwarves,
can use this item.
19.
(E) 250g VAN HORSTMANN’S SPECULUM
Magic
Item
(All)
This
tiny mirror hangs around the wearer’s neck and has the ability to reflect
back the fighting qualities of an enemy. When the wearer is fighting one-on-one
(Neither side is ganging up in melee) with a Monster he can ‘swap’ his base
Strength, Toughness, and Attacks values with his enemy. If he chooses to
do so he must swap all these characteristics until one of the two that are
in combat is dead or fled.
20.
(O) 250g DANGLY WOTNOTS (Add +1 to Power Phase)
Magic
Item
(Wizard Only)
This
necklace is made up of gnarled and splintered teeth, bits of broken bone,
shattered beads and is riddled with power. Once per Adventure the bearer
may add 1 to the Power Phase roll. Note that this CAN potentially stop an
Unexpected Event from occurring. (Monstrous casters may use this once to
add 1 to their die roll to determine what spell they cast.)
21.
(O) 250g DITTO’S DOUBLE DOIN’ DOO-DAHS (+1 Spell Attempt)
Magic
Item
(Luck-Based Casters Only; no Clerics)
Rumor
has it that the aged and half-blind Ditto wasn’t a very successful Shaman
and had to cast everything twice to make it work. At least, work on the right
target. The bearer gets an extra spell attempt each turn.
22.
(O) 250g ‘EDBUTTIN’ ‘AT (+1 Attack)
Magic
Item
(Barbarian Only)
‘Eadbuttin’
contests are an old Orc favorite for resolving disputes, and the greenskins
aren’t above a bit of magical cheating to help them win. May only be used
against opponent of similar hight. The wearer gets one extra Attack, made
before all other blows are struck. This attack is of normal Strength but
does Additional damage if a 6 is rolled to Wound.
23.
(O) 250g NIMBLA’S ITTY RING (‘Eadbutt Spell)
Magic
Item
(EW)
This
crudely made gold ring has a huge green gemstone stuck on the top and glows
even in full daylight. The ‘Itty Ring may cast it’s Bound Spell once per
turn like an ordinary spell. (The Power roll does not matter, as all the
power is supplied by the ring itself). The ‘Itty Ring contains the ‘Eadbutt
spell described in the Goblin Spell section in the Roleplay book (pg. 107).
24.
(E) 200g SIGIL OF SIGMAR
Magic Item
(Any who believe in Sigmar)
The
Sigil of Sigmar may take many forms such as a twin-tailed comet, hammer, crown,
or griffon. The Sigil of Sigmar gives the bearer the ability to Dispel Magic
on a 6+.
25.
(E) 200g THE CRIMSON AMULET (6+ Ward Save)
Magic
item
(All)
Legends
say the bearer of this pendant is capable of exceptional feats of strength
and agility. This item gives a 6+ Special Save. The wearer automatically
passes any characteristic tests he has to take unless a natural 1 ( or 6,
if that is worst) is rolled.
26.
(O) 200g GLOWY GREEN AMULET
Magic
Item
(All)
As
it absorbs the force of incoming spells, this small and unimposing amulet
begins to glow ever more brightly. To most creatures this might be seen as
a warning, but not to the Orcs who regard it as increasingly interesting.
Eventually the power will be too much and it will burst, immolating the bearer,
though the Amulet itself will be unharmed. A model with the Amulet may attempt
to nullify any spell cast at the bearer or the party he is with. Roll the
same number of d6 as the caster used to cast the spell. If all are 2-6 then
the Amulet dispels the spell. However, if one or more dice is a 1 then the
spell gets through as the Amulet overloads and explodes, killing the bearer
outright (with no saves of any kind allowed).
27.
(A) 150g TALISMAN OF PROTECTION (6+ Ward Save)
Magic Item
(All)
The
Talisman of Protection is a protective charm. This confers upon it’s wearer
a Special Save of 6+. These do not stack, and in fact carrying more than
one at a time will cancel out the effects of both.
28.
(E) 150g WIZARD’S STAFF (As Wizard’s Guild)
Magic
Item
(Wizard Only)
29.
(O) 150g THE COLLAR OF ZORGA (Prevents attacks
by beasts)
Magic Item
(All)
This
studded collar is inscribed with ancient glyphs entwined with the shapes of
mysterious beasts. The wearer can stare imperiously at any beast that dares
to confront him and say : “Don’t even fink abart it!” or something like that,
and the beast cowers before him. Monsters and mounts of any size must pass
an Initiative test to attack the wearer. If they fail, they may choose to
attack another model instead. Roll once each close combat round.
30.
(A) 50g HEALING POTION
Magic Item
(All)
This
potion heals 1d6 Wounds when quaffed.
11.
(E) 500g SWORD OF FATE
Magic Weapon
(All)
At
the beginning of a combat, nominate one enemy monster (must be either a large
monster or champion type). The sword normally counts as a magic sword with
no particular bonuses, but any attack that hits the designated target will
cause an extra Damage Die as well as ignoring Armor.
12.
(O) 500g KRUMPA’S CLUB OF CRUMPIN’ (Ignores
Non-Magical Armor)
Magic Weapon
(BD)
This
sacred weapon has been passed down the generations for more years than an
Orc can count. Handed down from Boss Orc to Bigger-Orc-that-could-take-it-off-him,
this rather well worn, spiky club punches through armor with no problem.
Attacks from this club ignore all but magical armor.
13.
(O) 500g BASHA’S BIG AXE OF BASHING (+2 Attacks)
Magic
Weapon
(BD)
This
legendary axe is all that is left of the once mighty Basha, Warboss of the
Iron Skullz, after he stood rather too close to a drunken giant at the battle
of Grim’s Crag. The axe gives the wielder +2 Attacks in close combat.
14.
(E) 450g SWORD OF RIGHTEOUS STEEL (Hit on 3+)
Magic
Weapon
(All)
Swords
made of steel can be blessed by a priest of Sigmar to enhance the fighting
skills of their wielder. The wielder does not miss in close combat except
on a roll of 1 or 2. This cannot be modified in any way.
15.
(O) 450g HACKA’S SWORD OF HACKIN’ (+3 to
hit)
Magic Weapon
(All)
It
was said, mostly by Hacka, that he fought alongside Azhag, and was the one
who first proclaimed him ‘the Slaughterer’. He also mentioned single-handedly
killing Sigmar and being a drinking buddy of Gork (or possibly Mork). Whatever
the truth, Hacka acquired this slender and somewhat Elven looking sword from
somewhere strange and nobody ever felt much like asking where. Not after
the last time, anyway. The Sword of Hackin’ confers a bonus of +3 to hit.
Rolling a 1 is an automatic miss, of course.
16.
(E) 400g SWORD OF POWER (+2 Strength)
Magic
Weapon
(All)
The
wielder of this weapon is bestowed with supernatural strength. The sword
confers +2 Strength to all melee Attacks made by the character fighting with
it.
21.
(O) 400g FUMPA’S CLUB OF FUMPIN’ (+2 Strength)
Magic
Weapon
(BD)
Since
the dawn of last Thursday, Fumpa’s club has been the traditional symbol of
leadership among the Blacknose tribe. Of course, to start with there were
a few who didn’t see it that way, but they’ve all since been, er, convinced.
The Club of Fumpin’ confers +2 Strength bonus to all close combat attacks
made by the wielder.
22.
(O) 400g KURBOG’S CURMEDGEONLY CLOBBERA
Magic
Weapon
(BDW)
The
spite and lust for vengeance that ooze from this weapon leave those struck
by it utterly dumbstruck and unwilling to attack lest they incur its wrath
once more. If an enemy model suffers one or more Wounds (after deducting
Toughness) inflicted by the Curmudgeonly Clobbera he may make no Attacks next
combat phase. Only one model can be ‘clobbered’ at a time. Other models
that are hit whilst one is ‘clobbered’ suffer Wounds as normal but no additional
effects.
23.
(E) 350g HAMMER OF JUDGEMENT
Magic
Weapon
(BD)
This
mighty hammer was carried into battle by Frederick the Bold, great-grandfather
of Karl-Franz. It’s strikes not only crush bones, but evil spirits as well.
Models hit by this hammer must make a Save vs. Death for every hit suffered.
If the test is failed, the hit does an extra d6 damage and ignores armor.
This test succeeds automatically against Ethereal creatures.
24.
(O) 350g ULAG’S AKK’RIT AXE (Re-roll missed
Attacks)
Magic Weapon
(BD)
This
axe looks suspiciously clean for a greenskin item, which gives away its magical
nature. In battle it writhes in the hands, seeming always to have a better
idea than the wielder of how to hit the enemy. The wielder may re-roll any
to hit rolls that miss.
25.
(A) 300g SWORD OF STRIKING (+1 To Hit)
Magic
Weapon
(All)
A Sword
of Striking is possessed of a keen intelligence that guides it’s blade to
the target. The sword confers a to hit bonus of +1 to the character wielding
it. (A die roll of 1 is still always a miss.)
26.
(E) 300g DRAGON BOW (Str 6 Hits)
Magic
Weapon
(BE)
A relic
from the ancient Elven colonies in the Old World, this bow allows the wielder
to outshoot the best archers in the Empire. The Dragon Bow has a range of
36” and Strength 6. hits from this bow count as being from a magical weapon.
This mighty bow can only be fired once per turn, regardless of any special
abilities a character might have.
31.
(O) 500g ARMOUR OF MORK (+2 Toughness, Magic
Resistance 5+)
Magic Armor
(BD)
Armour
made with the aid of a Shaman (as one of the ingredients) is a strong defense
against magic. Counts as wearing Light Armor (+2 Toughness) which can be
combined with other equipment normally. Also gives the wearer Magic Resistance
5+.
32.
(O) 500g IRONSKIN SHIELD (+1 Toughness, 4+
Ward Save)
Magic Armor
(BDE)
This
ancient iron-bound shield is rusty and battered, but its experience in battle
gives its wearer much protection. Counts as a shield (+1 Toughness) which
can be combined with other equipment normally. Also gives its bearer a 4+
Special Save.
33.
(E) 400g DAWN ARMOUR (+4 Toughness, -1 Movement)
Magic
Armor
(Knightly characters or other humans that can wear Full
Plate only)
An
armor of burnished Estalian steel, enchanted by Gold Wizards so that any damage
suffered by it disappears. Counts as full plate armor which can be combined
with other equipment normally. In addition, re-roll any damge rolls made
against the wearer if they break through Toughness and Armor to cause actual
damage.
34.
(E) 350g ARMOUR OF TARNUS (+2 Toughness,
5+ Ward Save)
Magic Armor
(BW)
This
armor was worn by the warrior-wizard Frederick von Tarnus. Counts as light
armor which can be combined with other equipment normally. If the wearer
is hit by any attack that causes more than 3 Wounds of actual damage to him,
he may make Special save on a 5+ to avoid it. Wizards can wear this armor
and still cast spells, as it was interwoven with Mithril specifically for
this purpose. The Wizard must expend 3 extra Power for each spell cast, however.
(Or add 1 to the difficulty level of the spell cast if using luck-based casting.)
35.
(E) 350g SHIELD OF THE GORGON (+1 Toughness)
Magic
Armor
(BDE)
The
hideous head of the mythical creature known as the Gorgon is depicted on this
shield in such detail that it seems alive. Even the fiercest enemies try
to avoid it’s gaze which is rumored to turn living creatures into stone.
This shield confers +1 Toughness which can be combined with other equipment
normally. The wearer can force one model in base contact to lose 1 Attack.
In the case of creatures with different Attacks the wearer chooses which one
is lost. Special Attacks (like those of a Giant) are not affected.
36.
(O) 350g ARMOUR OF GORK (+2 Toughness, Re-roll
Damage)
Magic Armor
(BD)
If armor is made with the correct rituals instead of just being bashed out
of whatever bits of metal come to hand, it can be enchanted by a Shaman to
offer extra protection. Counts as wearing Light Armor (+2 Toughness) which
can be combined with other equipment normally. The wearer may force opponents
to re-roll one Damage Die each time he is struck.
41.
(O) 300g UGBRAG’S LUCKY SHIELD (+1 Toughness, Ignore one
Blow)
Magic Armor
(BDE)
Urgbrag
had this shield made for him by a captured Dwarf smith, but the smith ‘forgot’
to tell him that the enchantment only worked once in each battle. Counts
as a shield (+1 Toughness) which can be combined with other equipment normally.
Also, the bearer discounts the first hit suffered in each combat.
42. (E) 250g BRONZE SHIELD (+1 Toughness)
43. (E) 200g HELM OF THE SKAVEN SLAYER (+1 Toughness)
44. (O) 200g NOBBLA’S ‘ELMET (+1 Toughness, 6+ Ward Save)
45. (A) 100g ENCHANTED SHIELD (+2 Toughness)
46.
(A) 500g STAFF OF SORCERY (As Wizard’s Guild)
Magic Item
(Wizard Only)
This
Staff works exactly as the Wizard’s Staff except it also can dispel one enemy
spell per adventure. A Wizard may only ever have one such staff.
51.
(E) 500g JADE AMULET (Ignore
1 Hit)
Magic Item
(All)
The
Grand Theogonist sometimes grants a shard of the Jade Griffon, his badge of
office, as a reward for great services. The first time in an adventure that
a wounding hit would take the wearer down to 0 Wounds, discard the Attack
entirely.
52.
(E) 500g SEAL OF DESTRUCTION (Dispel Magic)
Magic
Item
(W, Witch Hunters and Inquisitors)
Once
activated this seal can drain the knowledge of one spell from the mind of
an enemy Wizard. The seal can only be used once per adventure. It dispels
an incoming enemy spell automatically. In addition, roll a d6. On a result
of 4+ the spell is removed from the caster’s mind and he can no longer cast
it. Spells cast from a Magic Item will only be removed on the result of a
6.
53.
(O) 500g STAFF OF BADUUM (-1 Casting Number)
Magic
Item
(Wizard Only)
Shaman
Baduum was a rebellious Savage Orc who messed with raw Waaagh! power once
more than was healthy for him. The result was one of the most spectacular
explosions of a Shaman ever recorded in Orc legend. His charred staff still
retains an aura of power. While wielding this staff all your Wizard’s spells
have their casting number reduced by -1. Alternatively, luck-based casters
may add 1 to their casting rolls. The staff is wielded at -1 to Hit and +1
Toughness.
54.
(O) 500g BUZGOB’S KNOBBLY STAFF (Re-roll Casting attempts)
Magic
Item
(Shamans Only)
One
day Buzgob the Orc Shaman went into the Great Green and never came back, leaving
only his staff behind. Tradition has it that his spirit lives on and can
aid other Shamans who carry his knobbly staff. Once per turn the Shaman can
re-roll all the Casting dice for a single spell.
55.
(O) 500g WARBOSS IMBAD’S IRON GNASHAS (+1
Attack at normal Strength)
Magic Item
(Barbarian Only)
A huge
metal jaw plate that belonged to the infamous Imbad - his psychotic spirit
lives on within it! The character wearing the Gnashas gains +1 Attack in
close combat. A 6 rolled to wound causes Additional Damage.
56.
(E) 450g THE SILVER HORN (Re-Roll Fear and
Terror Tests)
Magic Item
(All)
This
elegant hunting horn contains a potent spell. Friends who hear it’s note
are filled with courage. Once per combat, the horn may be used to allow friends
to re-roll failed Fear and Terror tests.
61.
(E) 400g THE ORB OF THUNDER (Force Flying
Creatures to Land)
Magic Item
(EW)
The
Orb of Thunder contains a powerful spell that wreaks turmoil in the air.
The Orb of Thunder spell may be cast once per turn on a 4+. When the Orb
of Thunder spell is in play, no flying creatures on the board can use their
ability to fly and will have to move on the ground or at their normal Movement
rate (2, if in doubt). This also means that they can be pinned. The spell
lasts the duration of the combat.
62.
(O) 400g BIGGED’S ‘ED KICKIN’ BOOTS (1 Automatic Hit at
normal Strength)
Magic Item
(BD)
Bigged
- an old and boastful Orc - made his last boast in front of an Empire cannon.
Only his boots were recovered. His vengeful spirit lives on (the odor of
his feet lingers forever). Iron-shod unpleasantness. In close combat the
wearer gets one additional automatic hit at his basic Strength value after
his normal Attacks.
63.
(E) 350g ALDRED’S CASKET OF SORCERY
Magic
Item
(W)
The
casket has the power to entrap and contain the power of magic forever. If
the bearer moves into base contact with an enemy caster, he can remove and
capture one randomly determined spell. The bearer can cast the captured spell
in his own turn by releasing it from the casket. The spell is then gone.
None of the Wizard’s power are required to cast the spell. Any number of
spells may be captured by the casket, and the bearer can cast each one once,
either over many turns or all at the same time if he prefers. Witch Hunters
and Inquisitors can use the casket to entrap spells but will never release
them.
64.
(O) 350g SIZZLA’S SHINY BAUBLES (Reflect enemy
spell on 4-6)
Magic Item
(All)
Sizzla
was one of the less lucky Orc Shamans of Azhag’s army and was turned to amethyst
by an Empire Battle Wizard at the Battle of Osterwald. All that survived
the transformation was a small pouch containing Sizzla’s most treasured possessions:
his Shiny Baubles. Roll a 1d6 for each spell cast at the bearer. On a 1-3,
the Shiny Baubles do nothing and the spell takes effect as normal. On a 4-6,
the spell is reflected back at the caster with all the normal effects.
65.
(O) 350g GUZZLA’S BACKBONE BREW (Automatically
pass a Fear or Terror test)
Magic Item
(All)
Brewed
from narcotic mushrooms with extra chief spit and (most importantly) added
‘backbone’, Guzzla’s brew is the closest a greenskin gets to courage in a
battle. The character who carries this most potent of potions can take a
swig when he is about to take a Fear or Terror test. The character automatically
passes ALL such tests he must make that turn and effects last until the end
of combat. There is only enough brew for one use.
66.
(E) 300g THE WHITE CLOAK (5+ Ward Save)
Magic
Item
(BE, Kislevites)
This
cloak has been enchanted by Ar-Ulric, the High Priest of the Sect of Ulric,
the god of winter and war. This item gives a 5+ Special Save. Also, the
wearer is immune to all cold-based spells/attacks.
11.
(O) 750g BATTLE-AXE OF THE LAST WAAAGH! (+1d6
Attacks)
Magic Weapon
(Barbarian Only)
Revered
subject of the Orc myth of the end of everything when Gork’s (or possibly
Mork’s) chosen Best Boss Ragnar goes mad with an axe and destroys the whole
world. This is the famous Orcish day of Ragnarork. In close combat the bearer
receives a potentially whopping +d6 Attacks - roll randomly each turn to see
just how crazed the wielder is that particular turn. On a 6 the favour of
Gork (or possibly Mork) is withdrawn from the wielder once his Attacks have
been resolved - the weapon then functions as an ordinary Battleaxe for the
rest of the adventure.
12.
(O) 750g KLEEVA’S CLEAVER OF CLEAVAGE (Ignores
Toughness and Non-Magical Armor)
Magic Weapon
(BD)
Even
for a simple instrument of hacking, Kleeva’s Cleaver is a brutal looking weapon.
This weapon ignores the target’s Toughness and all except magical armor when
rolling for damage.
13.
(E) 650g THE MACE OF HELSTRUM (-1 to Hit,
+6 Strength)
Magic Weapon
(BD)
This
mace was used in battle by the first Theogonist, Johann Helstrum. It is said
that it can shatter the very walls of a castle. The bearer can forfeit all
of his normal Attacks to make only one Attack. Roll to hit normally (-1 to
Hit for a mace). If this one Attack hits, the hit is resolved at +6 Strength
and causes an extra 2d6 damage on a Wounding roll of 6.
14. (E) 500g SWORD OF FATE
15.
(E) 500g SWORD OF SIGISMUND (+1 Strength)
Magic
Weapon
(BEW)
This
sword, wielded in the crusades by the Grand Master of the Knights Panther,
once belonged to Emperor Sigismund. The wielder of this sword has +1 Strength
and always strikes first in close combat, even before an enemy who has charged.
The bearer gets to make an Attack of Opportunity for each enemy that moves
into an adjacent square to attack him, including when Monsters first
are placed! If the monsters also have the ability to strike first, if they
are ambushing for example, then make an opposed Initiative check to see who
strikes first.
16. (O) 500g KRUMPA’S CLUB OF CRUMPIN’ (Ignores Non-Magical Armor)
21. (O) 500g BASHA’S BIG AXE OF BASHING (+2 Attacks)
23. (E) 450g SWORD OF RIGHTEOUS STEEL (Hit on 3+)
24. (O) 450g HACKA’S SWORD OF HACKIN’ (+3 to hit)
25. (E) 400g SWORD OF POWER (+2 Strength)
26. (O) 400g FUMPA’S CLUB OF FUMPIN’ (+2 Strength)
31.
(O) 600g ARMOUR OF PROTECTYNESS (+2 Toughness,
Slight Regen)
Magic Armor
(BD)
It’s
not often that Gobbos get to name magic items, and this is the reason why.
The Armour of Protectyness was quenched in the blood of a Troll and has gained
some of its regenerative powers. As long as the wearer is not on zero Wounds,
he gains one Wound at the end of each turn, up to his maximum. Counts as
wearing Light Armor, which can be combined with other equipment normally.
32.
(E) 500g THE GILDED ARMOUR (+3 Toughness,
-1 Movement)
Magic Armor
(B, High Elf Warriors)
This
golden suit of armour was a gift from the Elves of Ulthuan to Magnus the Pious
after the Great War against Chaos. Any weapon brought to bear against the
wearer is repelled by an invisible force. Counts as heavy armour which can
be combined with other equipment normally. Models attacking the wearer in
close combat must pass a Strength test of Dif. 7 before rolling to hit for
every Attack directed at the target. If the test is failed, the Attack is
lost.
33. (O) 500g ARMOUR OF MORK (+2 Toughness, Magic Resistance 5+)
34. (O) 500g IRONSKIN SHIELD (+1 Toughness, 4+ Ward Save)
35. (E) 400g DAWN ARMOUR (+4 Toughness, -1 Movement)
36. (E) 350g ARMOUR OF TARNUS (+2 Toughness, 5+ Ward Save)
41. (E) 350g SHIELD OF THE GORGON (+1 Toughness)
42. (O) 350g ARMOUR OF GORK (+2 Toughness, Re-roll Damage)
43. (O) 300g UGBRAG’S LUCKY SHIELD (+1 Toughness, Ignore one Blow)
44. (E) 250g BRONZE SHIELD (+1 Toughness)
45. (E) 200g HELM OF THE SKAVEN SLAYER (+1 Toughness)
46. (O) 200g NOBBLA’S ‘ELMET (+1 Toughness, 6+ Ward Save)
51.
(E) 700g LAURELS OF VICTORY
Magic
Item
(Humans Only)
The
most celebrated heroes of the Empire are decorated with golden laurels that
are enchanted by the Imperial Wizards. The sight of a warrior wearing this
symbol of victory causes most enemies to run for their lives. Pay attention
to how many Wounds are given and taken by the wearer in combat each turn and
double the amount he has caused. Whoever has the most points at the end of
the turn is winning the combat. If the wearer is winning, the losing side
becomes subject to the Break special rule unless they are Invulnerable to
Psychology or cause Terror or are Demonic or Undead.
52.
(E) 600g SHROUD OF MAGNUS (5+ Ward Save)
Magic
Item
(All)
This
shround was laid upon the body of Magnus the Pious after his death. On it
one can still see the features of the Saviour of the Empire. This item gives
a 5+ Ward Save. A character carrying the Shroud is totally immune to Dark,
Skaven, and Chaos magic. Note that the spell will not be dispelled and that
other members of the party will be affected normally.
53. (A) 500g STAFF OF SORCERY (As Wizard’s Guild)
54. (E) 500g JADE AMULET (Ignore 1 Hit)
55.
(E) 500g GREY WAND (as Wand of Diabolum)
Magic
Item (W)
56. (E) 500g SEAL OF DESTRUCTION (Dispel Magic)
61. (O) 500g STAFF OF BADUUM (-1 Casting Number)
62. (O) 500g BUZGOB’S KNOBBLY STAFF (Re-roll Casting attempts)
63. (O) 500g WARBOSS IMBAD’S IRON GNASHAS (+1 Attack at normal Strength)
64.
(E) 450g ROD OF POWER (Stores Power)
Magic
Item
(W)
The
Rod of Power absorbs magical energy which it’s bearer can use to boost his
own spells. At the end of each turn, the Wizard may use the Rod to store
any unused power he has left over, up to a maximum of (6 + his Battle-level).
This stored power may then be used at any time to augment his spellcasting.
However, at the beginning of each turn, when the power die is rolled, roll
2d6. If the result is lower than the amount of Power you have stored, those
points are lost.
65.
(E) 450g HOLY RELIC (4+ Ward Save)
Magic
Item
(Sigmarites Only)
The
most famous holy relic in the Empire is the icon of Sigmar carried by the
Arch-Lector of Nuln. The Holy Relic gives a Special save of 4+.
66. (E) 450g THE SILVER HORN (Re-Roll Fear and Terror Tests)
11.
(E) 1000g RUNEFANG
(Ignore Toughness and Armor)
Magic Weapon
(Imperial Noble, Emissary)
The
Runefangs were made at the dawn of time for Sigmar’s twelve chieftains. Now
they symbolize the status of Elector. This sword ignores the Monster’s Toughness
and all except magical armor when rolling damage. Only Imperials of rank
can wield this item. Others should try to see to it that they collect their
reward from the rightful owner.
12. (O) 750g BATTLE-AXE OF THE LAST WAAAGH! (+1d6 Attacks)
13. (O) 750g KLEEVA’S CLEAVER OF CLEAVAGE (Ignores Toughness and Non-Magical Armor)
14. (E) 650g THE MACE OF HELSTRUM (-1 to Hit, +6 Strength)
15. (E) 500g SWORD OF FATE
16. (E) 500g SWORD OF SIGISMUND (+1 Strength)
21. (O) 500g KRUMPA’S CLUB OF CRUMPIN’ (Ignores Non-Magical Armor)
22. (O) 500g BASHA’S BIG AXE OF BASHING (+2 Attacks)
23. (E) 450g SWORD OF RIGHTEOUS STEEL (Hit on 3+)
24. (O) 450g HACKA’S SWORD OF HACKIN’ (+3 to hit)
25. (E) 400g SWORD OF POWER (+2 Strength)
26. (O) 400g FUMPA’S CLUB OF FUMPIN’ (+2 Strength)
31.
(E) 1000g ARMOUR OF METEORIC IRON (+3 Toughness)
Magic
Armor
(BD)
These
suits of armor, forged by the Dwarf Smiths of Zhufbar long ago, are very rare.
The last known suit was seen being worn by the Barbarian Kali. See Roleplay
book for details.
32. (O) 600g ARMOUR OF PROTECTYNESS (+2 Toughness, Slight Regen)
33. (E) 500g THE GILDED ARMOUR (+3 Toughness, -1 Movement)
34. (O) 500g ARMOUR OF MORK (+2 Toughness, Magic Resistance 5+)
35. (O) 500g IRONSKIN SHIELD (+1 Toughness, 4+ Ward Save)
36. (E) 400g DAWN ARMOUR (+4 Toughness, -1 Movement)
41. (E) 350g ARMOUR OF TARNUS (+2 Toughness, 5+ Ward Save)
42. (E) 350g SHIELD OF THE GORGON (+1 Toughness)
43. (O) 350g ARMOUR OF GORK (+2 Toughness, Re-roll Damage)
44. (O) 300g UGBRAG’S LUCKY SHIELD (+1 Toughness, Ignore one Blow)
45. (E) 250g BRONZE SHIELD (+1 Toughness)
46. (E) 200g HELM OF THE SKAVEN SLAYER (+1 Toughness)
51. (E) 700g LAURELS OF VICTORY
52. (E) 600g SHROUD OF MAGNUS (5+ Ward Save)
53. (A) 500g STAFF OF SORCERY (As Wizard’s Guild)
54. (E) 500g JADE AMULET (Ignore 1 Hit)
55. (E) 500g GREY WAND (as Wand of Diabolum)
56. (E) 500g SEAL OF DESTRUCTION (Dispel Magic)
61. (O) 500g STAFF OF BADUUM (-1 Casting Number)
62. (O) 500g BUZGOB’S KNOBBLY STAFF (Re-roll Casting attempts)
63. (O) 500g WARBOSS IMBAD’S IRON GNASHAS (+1 Attack at normal Strength)
64. (E) 450g ROD OF POWER (Stores Power)
65. (E) 450g HOLY RELIC (4+ Ward Save)
66. (E) 450g THE SILVER HORN (Re-Roll Fear and Terror Tests)