Giant Blade
Close combat attacks made with this sword are resolved at +3 Strength.
Close combat attacks made with this sword are resolved at +3 Strength.
The wielder has +3 Attacks.
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
Close combat attacks made with this sword are resolved at +2 Strength.
This wielder of the Sword of Strife has +2 Attacks.
Paired weapons. The bearer has Weapon Skill 10.
The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.
A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.
The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.
The wielder has +1 Attack.
The bearer has the Frenzy special rule and can never lose his Frenzy.
Close combat attacks made with this sword are resolved at +1 Strength.
Attacks from the Gold Sigil Sword are made at Initiative 10.
Attacks made with the Sword of Striking receive a +1 bonus to hit.
Close combat attacks made by the Biting Blade are Armour Piercing.
Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.
The bearer causes Fear.
A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.
A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).
All hits from a Runefang wound automatically with no armour saves allowed.
Always Strikes Last. Requires Two Hands. The wielder of this weapon strikes at +2 Strength in close combat. Instead of attacking normally, the bearer can choose to forfeit all of his normal Attacks to make a single, special Attack (which still has the Always Strikes Last special rule). If this Attack hits, it is resolved at Strength 10 and has both the Flaming Attacks and Multiple Wounds (D3) special rules.
Heavy armour. The Armour of Destiny grants the wearer a 4+ ward save.
The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster’s Helm must be re- rolled.
The Armour of Silvered Steel grants its wearer a 2+ armour save that cannot be improved by any means.
Heavy armour. The Armour of Fortune grants the wearer a 5+ ward save.
The wearer counts his armour save as being one point higher than normal. In addition, at the start of each Close Combat phase, choose an enemy character in base contact with the bearer or his unit. That character must immediately take a Leadership test. If the test is failed, the character succumbs to the helm’s sibilant whispers of malice and jealousy. In this Close Combat phase, the victim cannot make attacks and is hit automatically.
Light armour. Enemies suffer a -1 to hit penalty when attempting to strike the wearer in close combat.
Shield. The bearer has a 1+ armour save against shooting attacks.
Shield. The bearer gains Magic Resistance (1).
Heavy armour. The Gambler’s Armour grants the wearer a 6+ ward save.
The wearer counts his armour save as being one point higher than normal. The wearer has a 2+ ward save against Flaming Attacks.
Shield. The bearer counts his armour save as being two points higher than normal, rather than the usual one point that a shield would normally grant.
Shield. One use only. The first hit suffered by the bearer of the Charmed Shield is discounted on a roll of 2+.
The Armour of Meteoric Iron grants the wearer both a 1+ armour save (that cannot be improved by any means) and a 6+ ward save.
Helm. The wearer of the Helm of the Skavenslayer counts his armour save as being one point higher than normal. The wearer also causes Fear. Against models from a Skaven army, the wearer causes Terror instead. However, all Skaven gain the Hatred special rule while attacking the wearer.
The Talisman of Preservation grants the bearer a 4+ ward save.
The Obsidian Lodestone grants Magic Resistance (3).
The Talisman of Endurance grants the bearer a 5+ ward save.
The Obsidian Amulet grants the bearer Magic Resistance (2).
The bearer re-rolls failed armour saves.
One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, after which its power fades and it cannot be used again during the game.
The Obsidian Trinket grants Magic Resistance (1).
The Talisman of Protection grants the bearer a 6+ ward save.
The bearer of the Seed of Rebirth has the Regeneration (6+) special rule.
The bearer of the Dragonbane Gem has a 2+ ward save against Flaming Attacks.
This item grants the bearer a 5+ ward save against wounds caused in close combat by models that have the Fly special rule.
One use only. The Luckstone allows the bearer to re-roll a single failed armour save.
Enemies in base contact with the wearer are at -1 to all rolls To hit. In addition, the wearer has a 5+ ward save, increasing to a 2+ ward save against Wounds caused by Flaming Attacks.
The bearer receives a +1 bonus on attempts to cast and dispel.
One use only. When an enemy spell has been cast, a Wizard who has a Feedback Scroll can read it instead of attempting to dispel the spell.
The spell is cast as normal, but, after the spell has been resolved, roll a dice for every dice used to cast the spell. The casting Wizard takes a wound for every result of 5+ rolled, with no armour saves allowed.
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Leeching can read it instead of attempting to dispel the spell. The spell is cast as normal, but, after the spell has been resolved, the bearer of the scroll adds a number of dispel dice to his pool equal to the number of dice used to cast the spell (remember that your dispel pool cannot exceed 12 dice).
One use only. When an enemy spell has been cast, a Wizard who has a Hex Scroll can read it instead of attempting to dispel the spell. The spell is cast as normal, but a portion of the spell’s energy is transformed and redirected at the caster. The enemy wizard can resist the spell’s effects by rolling equal to or under his wizard level on a D6. If he fails, an amphibian transformation takes hold and he becomes a small, slimy toad!
Whilst transformed, the wizard cannot channel or cast spells, all of his magic items and mundane equipment (armour, weapons, etc.) temporarily stop working and all of his characteristics are reduced to 1 (except for his wounds, which are unaffected). His controlling player can roll a D6 at the start of each of his subsequent magic phases; the spell dissipates on a roll of 4+ and the wizard returns to his normal form (but still attempts to eat flies for several days afterward).
One use only. A Power Scroll can be used when the Wizard makes a casting attempt. During that casting attempt, the casting value of the spell is halved (rounding up). You cannot choose to cast a boosted version of a spell when using a Power Scroll.
One use only. The bearer can increase one of his casting results by an additional +D6, after other casting dice have been rolled. This extra power dice can contribute to casting a spell with irresistible force (and a miscast).
One use only. The forbidden rod adds +D6 dice to the power pool at the start of the caster’s own magic phase, but also inflicts D3 wounds on the bearer (with no armour saves allowed).
The bearer receives a +1 bonus on attempts to dispel.
One use only. Declare you are using this item at the start of one of your magic phases. For the duration of the phase, when one of the bearer’s spells is dispelled by an enemy wizard, roll a D6. On a 5+, that wizard suffers a wound with no armour saves allowed.
One use only. If the wizard rolls on the miscast table he can re-roll the result.
One use only. When an enemy spell has been cast, a wizard who has a dispel scroll can read it instead of attempting to dispel the spell by using dispel dice. This automatically dispels the enemy spell; no dice roll is required. Note that even a dispel scroll will not help if the spell has been cast with irresistible force. Note also that a dispel scroll cannot be used to dispel spells that remain in play other than at the moment they are cast.
One use only. The Wizard can declare that he is using the power stone immediately before casting a spell. If he does so, two extra dice are added to the power dice that he is going to roll (you still need to roll at least one dice from the power pool).
One use only. The bearer can choose to increase one of his dispel results by an additional +D6, after his other dispel dice have been rolled. This extra dispel dice can contribute to dispelling with irresistible force.
The Wizard adds +1 to all of his channeling attempts.
One use only. When an enemy spell has been cast, a Wizard who has a Scroll of Shielding can read it instead of attempting to dispel the spell. The spell is cast as normal, but the target of the spell is granted a 4+ ward save against any wounds
caused by the spell.
The wearer is treated as being a Level 2 Wizard who can use a randomly chosen Battle Magic lore. However, he also has the Stupidity special rule.
After deployment zones have been agreed, but before the armies have been deployed, place a watchtower building (or scratch-built structure of a similar size) in your deployment zone to represent the Folding Fortress. This is treated as a standard building.
If you do not have a suitable building to place, you cannot use Fozzrik’s Folding Fortress.
Infantry or monstrous infantry models on foot only. The owner of this magical carpet has the Fly special rule. However, he cannot join units.
The bearer of the Crown of Command has the Stubborn special rule.
One use only. The Healing Potion can be drunk at the start of the controlling player’s turn. The imbiber immediately recovers D6 Wounds lost in the battle.
Flying creatures (and their riders) must re-roll successful rolls to hit against the bearer (and any unit he is with) in close combat.
Bound spell (power level 3). The Ruby Ring of Ruin contains the Fireball spell.
The wearer of this mask causes Terror. However, other models can never use his Leadership.
One use only. The Potion of Strength can be drunk at the start of any player’s turn. The imbiber has +3 Strength until the end of the turn.
One use only. The Potion of Toughness can be drunk at the start of any player’s turn. The imbiber has +3 Toughness until the end of the turn.
Models in base contact with the bearer (friends and foes) must re-roll successful ward saves.
The character (and any unit he is with) gain a 6+ ward save against war machine weapons.
One use only. The Potion of Foolhardiness can be drunk at the start of any player’s turn. The imbiber has the Immune to Psychology and the Devastating Charge special rules until the end of the player turn.
One use only. The Potion of Speed can be drunk at the start of any player’s turn. The imbiber has +3 Initiative until the end of the turn.
When the wearer fights in a challenge, he must 'swap' the Strength, Toughness, Initiative and Attacks characteristics on his profile with his enemy (but not the enemy's mount, if he has one). So, the wearer fights with his enemy fights Toughness, Initiative and Attacks whilst his enemy fights with the wearer's Strength, Toughness, Initiative and Attacks.
Note that you cannot choose not to use Van Horstmann's Speculum and you must swap all of the listed characteristics for the duration of the challenge, not just some of them.
One use only.
Bound Spell (power level variable).
At the beginning of the game, choose one of the eight Lores of Magic from the Warhammer rulebook and generate a spell from it as if the bearer were a Level 1 Wizard. That spell is bound within the Ring of Volans and can be cast, just like a bound spell, with a power level equal to the normal casting value of the spell.