Catégories d'objects magiques
Tomb Kings of Khemri - Mortuary Cult

Magic Weapons

Ogre Blade

A broad and heavy blade, the Ogre Blade is, much like its namesake, an unsubtle weapon.

R S AP Special Rules Ogre Blade Combat S+2 -2 Armour Bane (1), Magical Attacks, Multiple Wounds (D3)

Sword Of Battle

A simple weapon, yet finely crafted, blessed by mighty mages and revered priests.

R S AP Special Rules Sword of Battle Combat S+1 -1 Armour Bane (1), Extra Attacks (+1), Magical Attacks

Duellist’s Blades

Fine weapons, forged by the greatest of swordsmiths and imbued with potent runes of quickening.

R S AP Special Rules Duellist’s Blades Combat S -1 Extra Attacks (+2), Magical Attacks, Requires Two Hands

Dragon Slaying Sword

A mighty blade, wielded by many great heroes in their endless quests to slay foul monsters.

R S AP Special Rules Dragon Slaying Sword Combat S - Magical Attacks, Monster Slayer

Headsman’s Axe

A wide bladed axe, steeped in the blood of its countless helpless victims.

R S AP Special Rules Headsman’s Axe Combat S+1 -1 Killing Blow, Magical Attacks, Requires Two Hands

Spelleater Axe

Forged of rune-encrusted brass, the Spelleater Axe is anathema to the Winds of Magic.

R S AP Special Rules Spelleater Axe Combat S -1 Magical Attacks, Magic Resistance (-2)

Giant Blade

A broad and heavy blade wrought with powerful enchantments that only increase the weight of its blows, the Giant Blade is an unsubtle weapon.

R S AP Special Rules Giant Blade Combat S+1 - Armour Bane (2), Magical Attacks, Multiple Wounds (2)

Sword Of Swiftness

Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.

R S AP Special Rules Sword of Swiftness Combat S - Magical Attacks, Strike First

Berserker Blade

Quenched in the blood of untold fallen enemies, the Berserker Blade eternally hungers for battle.

R S AP Special Rules Berserker Blade Combat S+1 - Frenzy, Magical Attacks

Sword Of Might

Bound around with powerful runes that increase its power and enhance the strength of its bearer.

R S AP Special Rules Sword of Might Combat S+1 -1 Magical Attacks

Biting Blade

The serrated length of the Biting Blade cuts through armour of plate and mail with terrible ease.

R S AP Special Rules Biting Blade Combat S -2 Armour Bane (1), Magical Attacks

Sword Of Striking

Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.

R S AP Special Rules Sword of Striking Combat S - Magical Attacks Notes: During the Combat phase, the wielder of the Sword of Striking has a +1 modifier to their rolls To Hit.

Burning Blade

Once unsheathed, the cutting edge of the Burning Blade writhes endlessly with a living flame.

R S AP Special Rules Burning Blade Combat S - Flaming Attacks, Magical Attacks

Destructeur D'éternité

P: Combat
F: F+2
PA : F+
Règles Spéciales : Combat F+2, -2 PA, Coup Fatal, Attaques Magiques, d'Eternités, Arme à Deux Mains, Frappe en Dernier
Notes : Le porteur peut choisir d'effectuer une attaque spéciale "Faucheur", infligeant automatiquement DG touches avec le profil du Destructeur d'Éternité.

Crosse & Flagellum De Majesté

P: Combat
F: F
PA : -1
Règles Spéciales : Combat F de Majesté
Notes : Uniquement pour les Monarques de Nehekhara. Possède les règles spéciales Attaques Supplémentaires (+D3), Attaques Magiques, Arme à Deux Mains, Frappe en Premier.

Fléau de Crânes

P: Combat
F: F+3
PA : -1
Règles Spéciales : Attaques Magiques, Blessures Multiples (2), Arme à Deux Mains
Notes : Le modificateur de Force ne s'applique qu'au premier round de combat.

Bâton Serpent

P: Combat
F: F+2
PA : -2
Règles Spéciales : Attaques Magiques, Attaques Empoisonnées, Arme à Deux Mains
Notes : Uniquement pour les Prêtres Liches.

Blade Of Antarhak

Those cut by the Blade of Antarhak age by decades in the blink of an eye, their vitality stolen and bestowed upon the wielder of this fell blade.

R S AP Special Rules
Blade of Antarhak Combat S+1 -1 Magical Attacks

Notes: The Blade of Antarhak may only be taken by models in a Nehekharan Royal Host Army of Infamy. For each Wound an enemy unit loses as a result of an attack made with the Blade of Antarhak, its wielder immediately recovers a single lost Wound.

The Conqueror’s Blade

Many a king and queen, warlord and emperor foolish enough to resist the rule of the Lord of Nehekhara have found their heads parted from their bodies by this wicked weapon.

R S AP Special Rules
The Conqueror’s Combat S+2 -2 Killing Blow, Magical Attacks, Requires Two Hands, Strike Last

Notes: Whilst engaged in a challenge, the bearer of the Conqueror’s Blade strikes a Killing Blow if they roll a natural 5 or 6 when making a To Wound roll, rather than the usual 6. In addition, should the wielder slay the enemy General in a challenge, you win a bonus of 100 Victory Points at the end of the game.

Phakth’s Blades Of Justice

Crackling lightning arcs from these twin blades as they slice through the ranks of Nehekhara’s foes.

R S AP Special Rules
Combat S -1 Magical Attacks, Requires Two Hands

Notes: Models whose troop type is ‘infantry’ only. Phakth’s Blades of Justice grant the wielder +1 Attack for each rank an enemy unit the wielder is engaged with has.

Staff Of Aeons

A single blow from this accursed weapon can cause armour to rust and tarnish in a matter of
moments, leaving those wearing it vulnerable to the Liche Priest’s minions.

R S AP Special Rules
Staff of Aeons Combat S+2 -1 Magical Attacks, Requires Two Hands

Notes: The Staff of Aeons may only be taken by a Liche Priest in a Mortuary Cult Army of Infamy. Any model that is hit by one or more close combat attacks made using this weapon suffers a -1 modifier to its armour value for the remainder of the game.

Magic Armour

Armour Of Destiny

The potent Armour of Destiny protects its wearer from all but the most grievous of harm.

The Armour of Destiny is a suit of heavy armour. In addition, its wearer has a 4+ Ward save against any wounds suffered.

Bedazzling Helm

A gleaming helm that confuses and confounds enemies, causing their blows to fall wide of their mark.

May be worn with other armour. The wearer of the Bedazzling Helm improves their armour value by 1 (to a maximum of 2+). In addition, any enemy model that directs its attacks against the wearer during the Combat phase suffers a -1 modifier to its rolls To Hit.

Armour Of Silvered Steel

Polished to a mirror shine, the Armour of Silvered Steel encases its wearer from head to toe.

The Armour of Silvered Steel is a suit of armour that gives its wearer an armour value of 3+ which cannot be improved in any way.

Glittering Scales

Each and every scale of this armoured surcoat is crafted from shards of precious metal.

The Glittering Scales is a suit of light armour. In addition, once per turn, you may make your opponent re-roll a single roll To Hit made against the wearer.

Shield Of The Warrior True

A heavy shield of oak and iron that turns aside all but the most deadly of missiles.

The Shield of the Warrior True is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered during the Shooting phase.

Spellshield

The Winds of Magic lose their power when in the presence of the brass-bound Spellshield.

The Spellshield is a shield. In addition, its bearer has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.

Armour Of Meteoric Iron

This heavy armour was forged of ore mined from a meteor that fell from the heavens.

The Armour of Meteoric Iron gives its wearer an armour value of 5+, which cannot be improved in any way. However, nor can this armour value be reduced in any way either.

Enchanted Shield

A finely crafted and sturdy shield that protects its bearer from harm time and time again.

The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.

Charmed Shield

A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.

The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.

Armure Des âges

Les figurines ennemies doivent relancer les jets de Blessure réussis effectués contre le porteur.

Bouclier de Ptra

Toute figurine ennemie qui dirige ses attaques contre le porteur à la phase de Combat subit un modificateur de -1 à sa caractéristique de Capacité de Combat.

Royal Mantle

It is said that the wisdom of the kings and queens of Nehekhara is held within these armoured plates, giving counsel to the wearer as they command their warriors on the battlefield.

The Royal Mantle may only be taken by models in a Nehekharan Royal Host Army of Infamy. May be worn with other armour. The wearer of the Royal Mantle improves their armour value by 1 (to a maximum of 2+). In addition, the wearer’s My Will Be Done special rule affects all friendly units with the Nehekharan Undead special rule within 6" of them, not just a unit they have joined.

Warding Splint

Protective strips of bronze and iron inscribed with regenerative hieroglyphics are placed across the Liche Priest’s shrivelled body, for without their power the armies of the Tomb Kings will crumble.

The Warding Splint is a suit of heavy armour which may be purchased and worn by a Liche Priest, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.

Talismans

Dawnstone

The magic trapped within this semi-precious stone binds together shattered armour plates.

The bearer of the Dawnstone may re-roll any Armour Save roll of a natural 1.

Talisman Of Protection

A powerful magical aura surrounds this humble talisman, protecting its wearer from harm.

The Talisman of Protection gives its bearer a 5+ Ward save against any wounds suffered.

Paymaster’s Coin

This heavy golden coin may not be enchanted, but its weight in its owner’s pocket certainly inspires heroism.

Single use. The bearer of a Paymaster’s Coin can re-roll any failed rolls To Hit made during the Combat phase.

Obsidian Lodestone

An air of chill hangs about obsidian, stilling the Winds of Magic in its presence.

A model may purchase up to three Obsidian Lodestones.

A model that bears a single Obsidian Lodestone has Magic Resistance (-1), a model that bears two has Magic Resistance (-2), and a model that bears three has Magic Resistance (-3).

Luckstone

Can luck be trapped within a dull stone pendant? Possibly.

Single use. The bearer of a Luckstone can re-roll a single failed Armour Save roll.

Couronne des Rois

À la sous-phase de Commandement de son tour, si le porteur n'est pas engagé en combat, il peut tenter de ressusciter les défunts en effectuant un test de Commandement. En cas de réussite, une seule unité amie de Guerriers Squelettes, Archers Squelettes, Cavaliers Squelettes ou Archers Squelettes à Cheval qui se trouve à portée de commandement de cette figurine récupère D3+1 PV.

Collier de Shapesh

Usage unique.
Quand le porteur du Collier de Shapesh perd son dernier PV, jetez un dé. Sur un résultat de 4 ou plus, le PV n'est pas perdu. À la place, une seule figurine amie à portée de Commandement du porteur est retirée du jeu comme perte.

Amulet Of The Serpent

Cast in antique gold with glittering emeralds for eyes, this magical snake amulet laces the weapons of nearby Nehekharan warriors with a fast-acting and deadly venom.

The bearer of the Amulet of the Serpent and any unit they have joined gains the Poisoned Attacks special rule.

Relic Of The Desert Sun

With their withered, mummified forms vulnerable to open flame, some Tomb Kings placed their faith in the sun god Ptra to protect them.

The bearer of the Relic of the Desert Sun is not subject to the Dry as Dust or Flammable special rules

Enchanted Items

Wizarding Hat

This splendid hat, once the property of a long dead Wizard, is still haunted by their ghost.

The wearer is a Level 1 Wizard and knows one randomly generated spell from a Lore of Magic of your choosing.

However, the whispers of the ghostly Wizard haunting the hat are often confusing. Therefore, the wearer also becomes subject to the Stupidity special rule.

Flying Carpet

Woven from the finest silks in a far-off land, this splendid rug does more than warm the feet! Models whose troop type is ‘regular infantry’ or ‘heavy infantry’ only. The bearer of the Flying Carpet gains the Fly (8) and Swiftstride special rules. However, the bearer cannot join a unit.

Healing Potion

Purveyors of magical potions make many bold claims. Sometimes they are true, sometimes not.

Single use. During the Command sub-phase of their turn, the bearer of a Healing Potion can consume it. The model immediately recovers D3 lost Wounds.

Ruby Ring Of Ruin

Uttering a simple command, the wearer of the ring can hurl a flaming ball of ruin at their foes.

The wielder of the Ruby Ring of Ruin can cast the Fireball spell from the Lore of Battle Magic (as described on page 321) as a Bound spell, with a Power Level of 2.

Potion Of Strength

A concoction of strength-giving vegetables and roots, mixed together with a touch of magic.

Single use. During the Command sub-phase of their turn, the bearer of a Potion of Strength can consume it. Until the end of that turn, the model has a +D3 modifier to its Strength characteristic (to a maximum of 10).

Potion Of Toughness

Distilled by magical means, this potion is sure to make the drinker all but invulnerable.

Single use. During the Command sub-phase of their turn, the bearer of a Potion of Toughness can consume it. Until the end of that turn, the model has a +D3 modifier to its Toughness characteristic (to a maximum of 10).

Potion Of Speed

A powerful potion with a terrible aftertaste that sharpens the wits and speeds the reactions.

Single use. During the Command sub-phase of their turn, the bearer of a Potion of Speed can consume it. Until the end of that turn, the model has a +D3 modifier to its Initiative characteristic (to a maximum of 10).

Potion Of Foolhardiness

A magical brew that fills the drinker with courage… it may actually just be strong liquor.

Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune to Psychology special rule.

Cape des Dunes

Le porteur de la Cape des Dunes gagne la règle spéciale Vol (9). De plus, toute unité ennemie au-dessus de laquelle le porteur passe à la sous-phase de Mouvements Restants subit DG touches de F2, chacune avec une PA de -1.

Enseigne Royale

Cette figurine double sa Puissance (PU), passant de 3 à 6. De plus, toute Touche d'Impact causée par cette figurine a une caractéristique de PA de -2 et la règle spéciale Attaques Magiques.

Masque Mortuaire De Kharnutt

Le porteur du Masque Mortuaire de Kharnutt gagne la règle spéciale Terreur.

Staff Of Awakening

Carried only by the most revered Liche Priests, this powerful artefact amplifies the wielder’s already formidable necromantic talents.

High Priest only.
When the wielder of the Staff of Awakening uses the Arise! special rule on a friendly unit whose troop type is ‘infantry’ or ‘cavalry’, that unit recovers an additional D3 Wounds.

Orb Of Ptra

Upon uttering a prayer to the mighty Ptra, this orb becomes as bright as the midday sun, confounding enemy archers.

Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.

Arcane Items

Feedback Scroll

When read aloud, this charm causes ætheric energy to flood back towards the enemy Wizard.

Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, roll two D6. For each roll of a 4+, the casting Wizard loses a single Wound.

Scroll Of Transmogrification

For a Wizard, there are few things better than the rush of joy felt upon turning a rival into a frog! Single use. The bearer may use this scroll instead of making a Wizardly dispel attempt. The spell is cast as normal. Once the spell has been resolved, the casting player must roll equal to or lower than the casting Wizard’s Level of Wizardry on a single D6. Should they fail, the Wizard turns into a frog.

Whilst transmogrified, the Wizard cannot cast or dispel any spells, cannot use any of their equipment (magical or mundane) and reduces all of their characteristics (excluding Wounds) to 1. During each Start of Turn sub-phase, a player may roll a D6 for each transmogrified Wizard in their army.

On a roll of 4+, the Wizard returns to normal (but retains a love of water).

Wand Of Jet

Carved from brittle jet, this wand refines a Wizard’s power, but is easily broken.

The bearer of the Wand of Jet may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the Wand of Jet is destroyed and it cannot be used again.

Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.

Lore Familiar

By creating a magical homunculus, a Wizard is able to better recall forgotten details of their studies.

The owner of a Lore Familiar does not randomly generate their spells. Instead, they may choose which spells they know from their chosen lore (including that lore’s signature spell).

Power Scroll

Unfurling a scroll bearing runes of power can greatly increase the spell’s power.

Single use. A Wizard may use this scroll when attempting to cast a spell. If they do so, roll an extra D6 when making the Casting roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the spell is miscast.

Dispel Scroll

The Wizard reads aloud a charm of unbinding from an enchanted scroll.

Single use. A Wizard may use this scroll when attempting a Wizardly dispel. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result. However, if a double 1 is rolled on any two of the dice rolled, the Wizard is outclassed in the art.

Arcane Familiar

Many Wizards are accompanied by familiars gifted with arcane knowledge. These creatures constantly whisper secrets to their master.

The owner of an Arcane Familiar knows spells from two Lores of Magic, rather than the usual one. When determining the spells the Wizard knows, you must roll for each Lore separately. Duplicate spells are re-rolled as normal. The Wizard may discard one randomly generated spell as normal, replacing it with the signature spell of the same Lore of Magic.

Earthing Rod

Inert metal runs the length of the Wizard’s staff, drawing magical overloads safely into the earth.

Single use. Should they miscast a spell, a Wizard can use the Earthing Rod to re-roll the result rolled on the Miscast table.

Canope d'Enkhil

Usage unique.
À la sous-phase de Commandement de son tour, si le porteur n'est pas engagé en combat, il peut tenter de libérer le contenu en effectuant un test de Commandement (en utilisant son propre Commandement non modifié). En cas de réussite, tous les sorts "Restant en Jeu" qui sont en jeu à ce moment-là sont dissipés, y compris les sorts lancés par les Sorciers amis.

Jarre Hiératique

Usage unique.
À la sous-phase de Commandement de son tour, si le porteur n'est pas engagé en combat, il peut libérer le pouvoir qu'elle contient. Le porteur peut tenter de ressusciter les défunts en utilisant la règle spéciale "Levez-vous !" deux fois à cette sous-phase de Commandement (au lieu de l'unique fois habituelle).

Broche Du Scarabée

Lorsqu'elle utilise la règle spéciale "Surgis de Sous les Sables", une unité invoquée peut être placée sur le champ de bataille n'importe où entièrement à 18" d'un Prêtre Liche portant la Broche du Scarabée, au lieu des 12" habituels.

Phâzerakt’s Kanopi

It is said that Phâzerakt’s spirit can be unleashed from within the ornate vessel in which it is trapped to aid in a mass summoning.

Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of Phâzerakt’s Kanopi may attempt to unleash its contents by making a Leadership test (using their own, unmodified Leadership). If this test is passed, place a unit of 2D6+3 Summoned Skeleton Warriors on the battlefield anywhere completely within 12" of this model, but not within 1" of any enemy models:

M WS BS S T W I A Ld Points
Skeleton Warrior 4 2 2 3 3 1 2 1 5 4

Troop Type: Regular infantry
Base Size: 25 x 25 mm
Unit Size: 2D6+3
Equipment: Hand weapons and shields
Special Rules: Horde, Nehekharan Undead, Regeneration (6+), Skirmishers

Note that Summoned Skeleton Warriors are not worth any Victory Points

Curse-Weaver Wand

The power within this accursed wand seeks only to enfeeble the enemies of its wielder.

The bearer of the Curse-weaver Wand gains a +1 modifier to their Casting roll when attempting to cast a Hex spell.

Tablets Of Tahoth

These powerful relics of Tahoth’s wisdom crumble to dust once their power is spent.

A Wizard may purchase up to three Tablets of Tahoth, each of which is single use. Before making a Casting roll, a Wizard may choose to use any number of their Tablets. For each Tablet used, you may apply a +1 modifier to the result of the Casting roll.

Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.