Catégories d'objects magiques
Royaume de Bretonnie - Croisade d'Errance

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

Épée de la Quête

Cette imposante épée bâtarde se transmet de chevalier en chevalier depuis des siècles, et a aidé des générations de héros dans leurs nobles quêtes.

PFPA
À une mainCombatF+1-1Attaques Magiques, Frappe en Premier, Blessures Multiples (2), Armes à Deux Mains, Frappe en Dernier
À deux mainsCombatF+2-2Attaques Magiques, Frappe en Premier, Blessures Multiples (2), Armes à Deux Mains, Frappe en Dernier


Notes: L'épée de la Quête a deux profils. Vous devez choisir celui que le porteur utilise au début de chacun des rounds d'un combat.

Épée des Héros

Puissants enchantements contre le mal sont liés à cette arme. Sa longue histoire a vu ses porteurs tuer assez de créatures fantastiques pour peupler plusieurs ménageries.

PFPA
StandardCombatF-Épée des Héros, Attaques Magiques, Tueur de Monstres


Notes: Quand on fait un jet de Blessure pour une touche infligée par l'Épée des Héros, un jet de 5+ réussit toujours, quelle que soit l'Endurance de la cible.

Lance du Chêne Sacré

Cette lance inusable est taillée dans le bois du Chêne Majeur, le plus grand arbre de Bretonnie, sur lequel la foudre s'abattit au moment exact où Gilles fut blessé mortellement.

PFPA
StandardCombatF+3-3Lance du Chêne Sacré, Attaques Magiques


Notes: Figurines dont le type de troupe est "cavalerie" ou "monstre" uniquement. La Lance du Chêne Sacré ne peut servir qu'à un tour auquel le porteur a chargé. Aux tours ultérieurs (ou si le porteur n'a pas chargé), la figurine doit utiliser son arme de base à la place.

Fléau de Fracasse

Ce puissant fléau est animé d'une vie propre et abhorre la magie et les artefacts impies. Cette arme arrachera toute arme magique des mains d'un adversaire.

PFPA
StandardCombatF+1-1Fléau de Fracasse, Attaques Magiques


Notes: Toute arme magique que porte une figurine ennemie qui perd au moins un Point de Vie à cause du Fléau de Fracasse est détruite et ne peut plus servir pour le reste de la partie.

Sword Of The Stout Hearted

Imbued with the courage of Gilles le Breton himself, this sword fills the wielder with the fortitude to face down any enemy.

R S AP Special Rules
Combat S+2 -1 Armour Bane (1), Immune to Psychology, Magical Attacks, Requires Two Hands

Foebreaker

Even those tough enough to survive a pummeling from this mighty warhammer are left disoriented and staggered by its heavy blows, making them vulnerable to any further onslaught.

R S AP Special Rules
Foebreaker Combat S+1 - Magical Attacks

Notes: Any enemy model that suffers one or more unsaved wounds from the Foebreaker must immediately make a Toughness test. If the test is failed, the wounded model suffers a -1 modifier to its Weapon Skill and Attacks characteristics (to a minimum of 1) until the end of the next Combat phase.

Crusader’s Lance

In the hands of young Bretonnian heroes throughout the kingdom’s many errantry wars, this keen lance has struck down scores of Orcs, Goblins and Beastmen.

R S AP Special Rules
Crusader’s Lance Combat S+2 -2 Armour Bane (2), Furious Charge, Hatred (all enemies), Magical Attacks

Notes: The Crusader’s Lance may only be taken by a model in an Errantry Crusade Army of Infamy whose troop type is ‘cavalry’ or ‘monster’ only. The Crusader’s Lance can only be used during a turn in which the wielder charged. In subsequent turns (or if the wielder did not charge), the model must use its hand weapon instead.

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.

Cuirasse Dorée

Ce plastron est orné du texte du Serment du Graal, et les bénédictions de la Dame brillent sur son porteur. La Cuirasse Dorée est une armure lourde. De plus, son porteur a la règle spéciale Régénération (5+).

Grand Heaume de Gromril

Ce heaume ouvragé, don du Roi Nain Gromrilhar, est orné d'une puissante rune de protection. Peut être porté avec toute autre armure. Le porteur du Grand Heaume de Gromril améliore de 1 sa valeur d'armure (jusqu'à un maximum de 2+). De plus, le porteur peut relancer tout résultat de 1 naturel quand il fait un jet de Sauvegarde d'Armure.

Anointed Armour

Whilst the wearer’s faith in the Lady of the Lake holds fast, so too
shall the wards of protection placed upon this armour.

Models with the Grail Vow whose troop type is ‘infantry’ or ‘cavalry’ only. The Anointed Armour is a suit of heavy armour. In addition, as long as the wearer has the Blessing of the Lady, they are immune to the Killing Blow and Multiple Wounds (X) special rules. If the wearer suffers an unsaved wound from an attack with either of these special rules, they lose a single Wound. Should the wearer ever lose the Blessing of the Lady, this effect is lost.

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.

Manteau de Damoiselle Elena

La légende raconte qu'Elena continua d'affronter les hordes gobelines alors que le venin d'un millier de morsures d'araignées brûlait ses veines. Le porteur est immunisé à la règle spéciale Attaques Empoisonnées. S'il est blessé par une attaque ayant cette règle spéciale, l'attaquant doit faire un jet de Blessure normalement.

Médaillon de Sirienne

Sirienne, aussi douée dans les arts conventionnels que magiques, façonna ce camée exquis à l'image de la Dame. Figurines dont le type de troupe est "infanterie" ou "cavalerie" uniquement. Le porteur est immunisé à la règle spéciale Blessures Multiples (X). Si le porteur est blessé par une attaque ayant cette règle spéciale, il ne perd qu'un PV.

Grail Pendant

The power of the Lady floods through her most devoted warriors, giving them strength to endure the most grievous wounds.

Models with the Grail Vow only. Single use. When the wearer of the Grail Pendant loses their last Wound, roll a D6. On a roll of 2+, the Wound is not lost.

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.

Le Cor de Frede111und

Cet antique cor appartenait au Duc Fredemund d'Aquitaine. Cet objet mortel ressemble à un simple miroir, mais malheur au compagnon du malheureux qui sous-estime son pouvoir. Lorsque l'on sonne de ce cor, un son perçant jaillit, effrayant même les plus puissants jeteurs de sorts qui sous-estiment son pouvoir. Il attire également des essaims d'oiseaux en mémoire du héros défunt. À la sous-phase de Commandement de son tour, s'il n'est pas engagé en combat, ce personnage peut tenter de sonner du Cor de Frede mund moyennant un test de Commandement (sous son propre Commandement non modifié). En cas de réussite, jusqu'à votre prochaine sous-phase de Début du Tour, les unités ennemies ne peuvent pas utiliser la règle spéciale Vol (X).

Bois de la Grande Chasse

Ce heaume est orné de la splendide ramure d'un cerf majestueux tué par le chevalier en personne. Les bois sont un symbole d'exceptionnels talents de cavalier et de chasseur. Si le porteur des Bois de la Grande Chasse est monté sur un Destrier Caparaçonné ou un Destrier, toute unité qu'il a rejointe et lui-même gagnent la règle spéciale Mouvement à Couvert.

Gantelet de Duel*

Usage unique. Le porteur du Gantelet de Duel ne peut pas refuser les défis lancés par lui. Lorsqu'il est jeté, ce gant enchanté change la plus petite étincelle de fierté ou d'orgueil en vague de confiance en soi.

The Seal Of Parravon

Those with the skill-at-arms to win the famed tourney of Parravon are masters of their chosen weapons and carry the Seal of Parravon as a token of their victory.

When the bearer of the Seal of Parravon makes a roll To Hit, a roll of a 3+ is always a success, regardless of the target’s Weapon Skill.

Crusader’s Clarion

Upon hearing the sound of this gilded trumpet, the warhorses beneath the gallant knights of Bretonnia thunder into battle with renewed strength and vigour.

The Crusader’s Clarion may only be taken by a model in an Errantry Crusade Army of Infamy that is mounted on a Bretonnian Warhorse only.
On a turn in which the bearer of the Crusader’s Clarion charged, their mount and all mounts in the unit they have joined have a +1 modifier to their Strength characteristic.

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.

Miroir d'Argent

Usage unique. Le porteur du Miroir d'Argent peut l'utiliser quand il tente une Dissipation Magique. S'il le fait, jetez un dé de plus pour le jet de Dissipation et défaussez le résultat le plus bas. Si n'importe quels dés jetés donnent un double 1, le porteur est surclassé et la dissipation échoue. Si la dissipation réussit, le sort est dissipé et le Sorcier lanceur subit une touche de Force 4 avec une PA de -2.

Sacrement de la Dame*

Usage unique. Le porteur d'un Sacrement de la Dame peut l'utiliser avant de faire un jet de Lancement. S'il le fait, il peut appliquer un modificateur de +2 à ce jet de Lancement. Notez qu'il s'agit d'un modificateur au résultat d'un jet, cela n'annule pas un jet qui donne un double 1 naturel.

Icône de Quenelles

Lorsqu'elle est ouverte, cette icône révèle un portrait de la Dame de facture exquise, inspirant une dévotion sans borne. Le porteur de l'Icône de ~nelles augmente de 3" sa portée de Dissipation. De plus, quand il tente de dissiper un sort de Maléfice, le porteur de l'Icône de ~nelles gagne un modificateur de +1 à son jet de Dissipation.

Heart Of The Wilds

Gifted to Damsel Elliea long ago by the Wood Elves of Athel Loren, this thrumming, mossy stone flows with magical power, drawing upon the strength of nature to fuel its wielder’s arcane efforts.

The bearer of the Heart of the Wilds may apply a +1 modifier to any of their Casting rolls whilst within any ‘natural’ terrain feature. For the purposes of this rule, a ‘natural’ terrain feature includes any woods, or any difficult or dangerous terrain (as described on page 269 of the Warhammer: the Old World rulebook). It does not include any constructions, such as walls or buildings. Before the game starts, the players should agree upon which terrain features are natural and which are not.

Diadem Of Power

When accompanying their baron’s knights into battle, damsels and prophetesses have donned this jewel-studded band to help them channel the more destructive power that they wield in order to smite the Lady’s enemies.

The Diadem of Power may only be taken by a model in an Errantry Crusade Army of Infamy.
When attempting to cast a Magical Vortex, Magic Missile or an Assailment spell, the bearer of the Diadem of Power gains a +1 modifier to their Casting roll.