Giant Sword
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Type: Hand Weapon. Attacks made with this weapon gain +3 Strength.
Type: Hand Weapon. Attacks made with this weapon gain +2 Strength.
cannot be taken by models with Towering Presence.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. Against models with Towering Presence, attacks made with this weapon also gain Multiple Wounds (2) and count as having a Strength equal to the Toughness of their target when rolling to wound (ignore all other Strength modifiers except the ones granted by this weapon when attacking models with Towering Presence).
Type: Shooting Weapon. Range 24", Strength 4, Armour Piercing (1), Multiple Shots (4). Shooting Attacks made with this weapon ignore Ballistic Skill and all to-hit modifiers, and instead hit on 4+.
Type: Hand Weapon. The wielder has 6 Attacks when using this weapon, but can never wound on better than 3+.
Type: Halberd. Attacks made with this weapon have Strength 5 (regardless of modifiers) and Multiple Wounds (2, Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts, Chariots).
Type: Hand Weapon. Attacks made with this weapon gain Divine Attacks and may reroll failed to-wound rolls.
Type: Great Weapon. Attacks made with this weapon gain Armour Piercing (1).
Type: Hand Weapon. The wielder gains +1 Strength and +1 Attack when attacking with this weapon for each enemy Character in base contact with the wielder's unit (this bonus is calculated and in effect at the Initiative step when the attacks are made).
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (6).
Type: Paired Weapons. The wielder has Weapon Skill 10.
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength. The wielder gains +1 Attack when using this weapon. When attacking with this weapon, wielder cannot have more than 4 Attacks and Strength 5 (regardless of modifiers).
Type: Hand Weapon. Attacks made with this weapon gain +1 Strength.
Type: Lance. Attacks made with this weapon gain Flaming Attacks.
Type: Hand Weapon. Attacks made with this weapon gain Armour Piercing (1).
Type: Great Weapon. Attacks made with this weapon gain Multiple Wounds (D3).
Type: Iron Fist. Attacks made with this weapon will always hit on a 3+ or better in Close Combat regardless of any negative to-hit modifiers or Parry, and gain Lethal Strike and Armour Piercing (1).
Type: Iron Fist. If the wielder scores one or more hits in a single Round of Combat using this weapon against an enemy model with a Magical Weapon, roll a D6 before rolling to wound: On a roll of 3+, all Magical Weapons wielded by this enemy model are reverted to its mundane type for the rest of the game.
Infantry, Cavalry and War Beasts only.
Type: Heavy Armour. The wearer gains a Ward Save (4+).
Type: None (6+ Armour Save). Successful towound rolls against the wearer must be rerolled.
Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be improved by any means.
Type: Heavy Armour. The wearer gains Distracting.
Type: Heavy Armour. The wearer gains a Ward Save (5+)
Type: None. The wearer gains Innate Defence (5+).
Type: Heavy Armour. One use only. Whenever the wearer's model suffers a hit, the item can be activated.
For the duration of the Phase, the wearer's model gains a 1+ Armour Save. If the wearer’s model has Towering Presence, it gains a 2+ Armour Save instead.
Type: None (6+ Armour Save). The wearer gains Fireborn.
Type: Shield. The bearer gains an additional +1 to its Armour Save (for a total of +2) while using the shield . The bearer attacks with normal Close Combat Attacks at -3 Initiative (to a minimum of 1).
Type: Shield. One use only. Ignore the first hit the bearer's model suffers while using the shield . If the bearer is hit by several simultaneous attacks, the bearer chooses which attack to ignore.
Models on foot only.
Type: None (6+ Armour Save). If the wearer is hit by an attack with a Strength value of 6 or more, the Strength of the attack is reduced to 5.
Type: None (6+ Armour Save). Enemy units in base contact with the wearer suffer -1 Initiative, to a minimum of 1.
The bearer gains a Ward Save (4+).
The bearer gains Magic Resistance (3).
The bearer gains a Regeneration (4+).
The bearer may choose to reroll its failed Armour Saves. If it does, it cannot take Ward or Regeneration Saves.
The bearer gains a Ward Save (5+).
The bearer gains Magic Resistance (2).
The bearer gains Fireborn.
One use only. May be activated when the bearer's model fails an Armour Save. That failed Armour Save may be rerolled.
The bearer gains a Ward Save (6+).
One use only. Activate during the opponent’s Magic Phase, after rolling for Magic Flux and Channeling. The bearer’s unit (and all models in it) cannot be targeted by the opponent’s non-aura spells during this phase.
The wearer is a Wizard Apprentice with 2 Learned Spells (regardless if it was a Wizard before).
Instead of selecting a Path as normal, the wearer uses a randomly selected Path of Magic.
Randomize between all Paths available to any model from the same Armybook, excluding Bound Spells.
The bearer gains +1 Leadership. A Wizard cannot use this modifier to increase its Leadership above 9.
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +2 Strength.
The bearer can cast Pyroclastic Flow from Pyromancy as a Bound Spell (Power Level 3).
The bearer's model gains Divine Attacks.
Successful to-wound rolls of '6' from Ranged Attacks against the bearer's unit must be rerolled, unless the hit was distributed onto a model with Towering Presence.
The bearer and its unit gain a Ward Save (5+) against Wounds caused by Artillery Weapons.
Instead of making a dispel roll, you may use this item. The spell is automatically dispelled. In an Armylist that includes a model bearing the Crown of Scorn, friendly models cannot cast Spells (including Bound Spells) nor can any friendly models carry Arcane Items.
May be activated at the start of any phase or Round of Combat. Until the end of the Player Turn, the bearer gains +3 Initiative.
The bearer of this item gains the Stone Skin special rule.
The bearer gains a +1 casting modifier to casting and dispel rolls.
Instead of making a dispel roll, you may use this scroll. The spell is automatically dispelled.
The Wizard may select up to two Paths on their Army List instead of one (from the ones normally available to it). Select which of the two Paths to use when generating spells.
The bearer may add a free additional Magic Dice to one of its dispel rolls, after seeing the dispel roll.
Instead of making a dispel roll, you may use the scroll. All models affected by the spell gain a Ward Save (4+) against the spell.
The bearer may add a single Magic Dice from its Dice Pool to a casting roll, after seeing the casting roll. Note that this cannot exceed the limit of max 5 Magic Dice used to cast spells.
One use only. Activate during the opponent’s Magic Phase, after rolling for Magic Flux and Channeling.
During this phase, all enemy Wizards within 24" of the bearer will suffer a Miscast on successful Casting rolls that include any double. This Miscast is resolved as if 1 more Magic Dice were used. Only double ‘6’ counts as an Overwhelming Power, and no more than one Miscast can be suffered per roll. Bound Spells are not affected.