11 |
Knife of Striking (BDEW) This long, slender blade can be
concealed as the knife at the Weaponsmith. It attacks as if
the wielder had a normal sword and the Assassinate (Champion - 6+, Hero -
5+, Lord - 4+) skill listed in the Bestiary. 500G |
12 |
Lodestone Shield (BDE) Gives bearer +1 toughness, as normal
shield. In addition, at the end of each warrior’s phase, there is a chance
that the magnet in the lodestone will attract some nearby monster’s
weapons. Roll 1D6 for each adjacent monster. On a roll of 4+, that
monsters weapon is pulled from his grip and attached to the shield.
Disarmed monsters do not add their strength when rolling for damage. (The
lodestone only attracts weapons if they are edged and
non-magical). 800G |
13 |
Rune of Return (BDEW) This rune, when pressed into contact
with any blade, immediately inscribes itself upon the metal and crumbles
into dust. The rune of return, when placed upon any thrown
missile weapon (Spear, Throwing Axe, Dagger, etc.) causes the weapon to
find its owner after each time it is thrown. As the weapon returns, it
moves in a straight line directly back to the Warrior who owns it. If it
comes in contact with any monsters, it attacks them as it flies by. Roll
to hit as in hand-to-hand combat with WS 4, causing normal damage
(including any bonuses for the weapon), but without adding the warrior’s
strength. 500G |
14 |
Thorn of Chaos (BDEW) This jet-black saber glows an eerie
green color, and bursts into unholy green flame when wielded
offensively. The Thorn of Chaos causes double damage on a
successful hit, but if the hit roll is a 1, the warrior is overcome by the
powers of chaos and uses his remaining attacks against the other
warriors. 500G |
15 |
Holy Symbol (BDEW) When pressed against the blade of any
weapon, the Holy Symbol infuses itself into the metal. This weapon now
causes (warrior’s Battle-level) extra wounds against Undead, Chaos, and
Daemonic monsters. 600G |
16 |
Dragon Mail Armor (BDE) Fashioned from the hide of a
fire-breathing Emperor Dragon, this armor is heavy and warm to the
touch. Dragon Mail grants its wearer +2 toughness against
both normal and fire-based attacks. In addition, if wearer is attacked by
non-magical weapons in hand-to-hand combat, monsters are at -1 to hit. If
the wearer also possesses the Dragonhelm, it adds +2 total toughness (for
a total of +4), all against both normal and fire-based
attacks. 1,000G |
21 |
Gemini Hammers (BDE) These powerful artifacts were forged
by Dwarves and Elves after the great battle against Nagash in an attempt
to cement the temporary alliance between the races. These
twin throwing hammers each cause an extra D6 wounds on a successful hit,
and cause double damage on a natural hit roll of 6. Damage caused by the
Gemini Hammers is not modified for strength. If both used in close combat,
the wielder is granted extra attacks (Champion - +1, Hero - +2, Lord -
+3). If one or both are thrown, no extra attacks are granted. Each hammer
requires a roll of 3+ to successfully hit its target, counts as 1 attack,
and causes damage as in combat. No other weapons or shields can be used
with the Gemini Hammers. 1,000G |
22 |
Elven Chainmail (BDEW) Forged in the magical High Elven
Kingdom, Elven Chainmail grants the wearer +2 toughness with no movement
restrictions. In addition, all monsters listed in the Orcs & Goblins
section of the Bestiary are at -1 to hit the wearer. If worn by non-Elves,
Elven Chainmail grants +1 toughness, with no other
effects. 950G |
23 |
Ring of Sigmar (BDEW) This holy relic was worn by the High
Priest of Sigmar in the battle with Nagash. Sigmar’s ring grants the
wearer protection from unholy attacks. In a Monster’s Phase
when Undead, Chaotic, or Daemonic monsters are attacking, roll 1D6:
1 |
The next unholy attack made on your warrior is deflected, causing
no damage. |
2 |
Ignore the next blow and the next spell unholy in
origin. |
3 |
Your warrior is granted Ignore Unholy Blow 5+ for the remainder
of the turn. |
4 |
Your warrior is granted Ignore Unholy Blow 5+ and Unholy Magic
resistance 5+ for the remainder of the turn. |
5 |
Ignore Unholy Blow 4+ and Unholy Magic Resistance 4+. |
6 |
Same as 5, and all other warriors on the same board section may
ignore 1 unholy blow this
turn. |
There can only ever be one Ring of Sigmar in any
party. 800G |
24 |
Daemon Scourge (BDE) Forged with Sigmar’s own mighty
hammer, Daemon Scourge is undoubtedly the greatest threat to all
Daemons. When fighting a daemon, the wielder of this blessed
Greatsword is completely unaffected by any attributes unique to daemons
(Daemonic, Greater Daemon, Steam of Corruption, Aura of Slaanesh, etc.).
When Rolling to hit and for damage, only toughness may be used to modify
the roll (not Ignore Pain, Ignore Blows, Fear, etc.). Daemon Scourge is a
two-handed weapon, and attacks as a normal Greatsword (see Weaponsmith).
If there are no daemons on the same board-section as the wielder, it still
attacks as a Greatsword, but with no magical
effects. 1,200G |
25 |
Thunder Hammer (BDE) This is a warhammer that is inscribed
with magic runes which give it powers akin to a raging
thunderstorm. Each turn, the wielder may choose to use the
Thunder Hammer in one of two ways. Firstly, he can give up all his normal
attacks this turn and use the warhammer to create a Quake effect. Slamming
the hammer on the ground, a shockwave reverberates throughout the dungeon.
Every model in the same room as the wielder suffers 2D6 wounds, and every
model in any adjoining rooms suffer 1D6 wounds each. Secondly, the Thunder
Hammer may be used normally in hand-to-hand combat. On each successful
hit, the nearest 1D3 monsters suffer 1D6 wounds each as small bolts of
lightning are expelled from the blow’s impact. On a natural hit roll of 6
(besides the normal +1D6 wounds normally attributed to a warhammer), the
nearest 1D6 monsters suffer 2D6 wounds each from lightning bolts. All
damage caused by the Thunder Hammer, normal and magical, is subject to
normal modifiers. The Thunder Hammer is intertwined with powerful sorcery,
and cannot be successfully wielded by a warrior of battle-level 3 or
below. 950G |
26 |
Ethereal Bow (BE) This bow was carved from the bones of
ancient High Elven Mages. It requires no arrows to fire; its
ammunition is magical energy. Each turn this bow can be used to fire as
many ethereal magic arrows as the user has attacks, making BS rolls as
normal. The bow has a strength each turn equal to the number rolled in the
Power Phase (unmodified). Damage caused by an ethereal magic arrow has no
modifiers of any kind (armor, toughness, ignore pain, etc.) as the
insubstantial arrow passes directly through each monster. The arrow may
then continue to the monster (or Warrior) behind it, rolling once again
for BS, and attacking with the same strength. If the hit roll is a natural
6, the arrow pierces that monster’s very soul, and the damage caused is
counted as fatal and cannot be healed in any way. The arrow continues this
way, even if it misses one or more monsters, until it hits a
wall. 1,000G |
31 |
Embersword (BDEW) The blade of this sword glows white hot
as if it were on the forge, yet retains the hardness of a tempered blade.
It heats up the air around it, and the only quenching of that incredible
heat is its own magical scabbard. The Embersword melts its
way through armor with attacks. The first attack made by a Warrior
wielding the weapon on each monster is rolled to hit as normal, then
instead of rolling for damage, roll 1D6. This is how many points of armor
have been destroyed. If the D6 roll exceeds the monster’s total points of
armor, the difference is counted as the damage sustained from the melting
of the armor. When attacking a monster wearing magical armor, roll to hit
and the D6 for armor destruction as with normal armor, but follow this
table:
1-3 |
No effect |
4-5 |
1 point of armor is destroyed |
6 |
2 points of armor are
destroyed. |
Effects of magical armor remain unless the armor is completely
destroyed. The Embersword also inflicts 1 extra wound with each
hit. 400G |
32 |
Amulet of Shifting (BDEW) This silver medallion is inlaid
with golden triangular patterns, and has a slight glow about
it. Once per adventure, the wearer may attempt to use the
Amulet of Shifting to temporarily transform himself into a monster. Roll
1D6 + (Warrior’s Willpower), and if the result is 8 or below, the warrior
is overcome by a wave of flooded magic (characters with magic resistance
may roll against this) and is unable to attack or defend for 1 turn
(warrior is treated as WS 2). If it is above 8, the warrior has
successfully transformed into a monster. Roll 2D6 on the following
table:
2 |
Dragon Ogre |
3 |
Centaur Champion |
4 |
Minotaur Champion |
5 |
Gorgon |
6 |
Hippogriff |
7 |
Griffon |
8 |
Cockatrice |
9 |
Wyvern |
10 |
Manticore |
11 |
Hydra |
12 |
Dragon |
The monster’s shape and attributes are assumed for 1 battle, after
which the warrior resumes his normal shape. The powerful magic involved in
the transformation drains the warrior of his energy and he is placed on
zero wounds. 1,500G |
33 |
Phoenix Helm (BDE) This magical helmet glows flame-bright,
yet is not noticeably hot. It adds +2 toughness to the
wearer, and allows him to be restored to his full wounds immediately after
being knocked below zero one time per dungeon. The power of this
life-giving helm is such that the process of restoring a warrior emits a
huge explosion of flame, causing 3D6 wounds to any character within 2
spaces (in any direction) surrounding the warrior, unmodified for
armor. 500G |
34 |
Windmill Blade (BEW) The origin of this large, curiously
shaped throwing star is not known. It was definitely forged by one of
magical knowledge, as is evidenced by its unique
properties. When thrown, rather than fly towards its target,
will arc towards the target, and return to the thrower. Choose a target.
The Windmill Blade will arc towards its target and then return to your
warrior, hitting any character in its way. The arc can be of any radius
(see below), as long as the starting and ending point is the square your
warrior is standing on (this square is not counted as part of the arc).
Roll 2D6 - (your warrior’s Ballistic Skill). If the number rolled is equal
to or greater than the total number of squares in the arc, you have made a
successful hit. If you rolled less than that number, the blade’s magic
fails and it flies into the corner of the room and can be retrieved at the
end of combat. Remember, projectiles cannot be used while a warrior is
pinned. The Windmill Blade attacks each monster with a strength of 4 and
causes double damage on your target. It may be used as many times per turn
as your warrior may use a bow. 600G |
35 |
Sword of Wrath (BDE) This sword was forged along with the
Gemini Hammers, as Warhammers and Greatswords are two of the only weapons
common to both Elves and Dwarves. It is a two-handed weapon,
and may not be used with a shield or any other weapon. The Sword of Wrath
doubles the wielder’s strength and all attacks are at +1 to hit. None of
the normal restrictions for a Greatsword apply. 1,000G |
36 |
Hammer of Retribution (BDE) This mighty hammer was forged
by Dwarves after one of the many great losses they suffered at the hands
of the Orcs, and its forging is told of in the Book of
Grudges. The Hammer of Retribution is mostly designed to
counter armored foes. If attacking a monster with normal armor, the armor
value is subtracted from the monster’s toughness rather than added
to it. This represents the hammer smashing the armor so it wounds the
wearer. If attacking an enemy with magical armor, the armor value is
ignored, but other effects remain. If attacking any monster found in the
Orcs & Goblins section of the Bestiary, the Hammer causes an extra D6
wounds (2D6 on a natural 6 to hit). 900G |
41 |
Scythe of Desolation (BW) This scythe attacks in ranks, and
the normal damage dice rules are ignored when attacking with it. Instead
of rolling his damage dice, the warrior rolls two dice and multiplies the
result, then adds his strength. 625G |
42 |
Tarin’s Pistols (W) Tarin was an Empire Wizard who spent
much of his time working on magical powder weapons. These two pistols fire
bolts of magical energy rather than powder and shot, so they never need to
be reloaded. They attack as normal Strength 6 Pistols and can
each fire one shot per turn (they can both be fired in one turn). For
every 3 points of power the Wizard spends when attacking with one of the
pistols, he may add either +1 to hit or +1D6
Damage. 1000G |
43 |
Hand of Doom (BDEW) The Hand of Doom is a pair of
Knuckle Dusters imbued with powerful magic. It causes the wearer’s
hand to be surrounded by a bright green sphere of magical energy. The Hand
of Doom is a Strength 6 weapon which offers +2 to
hit. 500G |
44 |
Flesh Render (BDEW) This knife has a jagged edge for
ripping the meat off of it’s target. The Flesh Render attacks
as a normal knife (Damage Dice plus a Strength of 1), plus an extra D6
wounds from the jagged edge. Damage from the Flesh Render is not modified
for Toughness. 700G |
45 |
Moonblades (E) These twin scimitars were forged in the
deserts of Araby by the Dune Elves. They can only be wielded
by Elves (but they can be Elves of any kind). The Moonblades offer +2
Weapon Skill, +1 Attack, and Parry 5+. 700G |
46 |
The Thousand Blades of Azrak (BDEW) This appears to any
warrior searching for treasure as a large pile of gleaming swords. They
differ in size and shape, but all have an aura of magic. The first warrior
who takes one of the blades watches in horror as all the other swords
instantly disappear. Roll on the Weapons and Armor Treasure
table (re-rolling as needed if until any sword which is not a one use per
adventure weapon is rolled) to see what sword this is (whatever bonus is
offered by the sword applies). Each time the warrior scores a successful
hit with that sword, the air is filled with identical blades and every
monster adjacent to the warrior suffers the damage (for which only one
roll is made). If the warrior is attacking a large monster, the blades do
not attack all adjacent monsters, but rather hit the large monster 5 times
with the appropriate damage done (i.e. after all modifiers are calculated,
final damage is multiplied by 5). 950G |
51 |
Skullhelm (BD) This bone warhelm offers +2 toughness and
regenerates 1D6 of the wearer’s wounds each turn, as long as he has 1 or
more wounds. 600G |
52 |
Stone Medallion (BDEW) This plain-looking granite amulet
allows its wearer to summon Gargoyles to aid him in battle one time per
adventure. The medallion, when invoked, automatically summons 1D6 [Novice
and Champion] Grotesques or [Hero and Lord] Gargoyles. They will fight as
warriors in the Warrior’s Phase until they are killed or combat
ends. 800G |
53 |
Living Armor (BDEW) This thin light armor is warm to the
touch and feels and has the appearance of a layer human
skin. Once a warrior puts it on, it molds itself to his
shape. Living Armor is considered a separate being, which has a toughness
of 2 and 35 Wounds. As long as the warrior wears the armor, he is unhurt,
and the armor takes the damage. Since the armor is alive, though, it can
be killed, only resurrected by a specific spell or magical item that
resurrects the dead. The Living Armor may, however, heal itself, and it
will automatically take one wound away from the warrior it is on for every
two it suffered at the end of any turn in which it suffers damage. Since
the armor is so thin and light, it can be worn by warriors who normally
can’t wear armor (except the Trollslayer). Other armor can also be worn
over the Living armor for this reason. 600G |
54 |
Hellblaze Flail (BD) The heads of this flail glow red and
burn at the touch. The Hellblaze Flail causes an extra 2D6
Wounds on a successful hit (3D6 if the roll was a natural 6). None of the
normal rules for flails apply. 550G |
55 |
Spellmirror Shield (BDE) In addition to granting +1 toughness
as a normal shield, this shield will reflect any spell or magical attack
(e.g. Dragon Breath) back to its caster on a roll of 3+. Unfortunately
this also includes healing spells! The carrier of the shield may of course
drop it for one turn in order to be healed by a spell, in which case he
does not gain the shields bonuses for the Monster’s Phase in that
turn. 650G |
56 |
Drakmil’s Horn (BDW) Drakmil was a Red Great Dragon slain
by Tarin the Wizard, who took his horn for use as a powder horn. He soon
realized that the powder he kept in the horn was more effective than
normal powder. Tarin found this interesting and went to work. By the time
he was finished, the horn was a magical artefact which, in addition to
making powder more powerful, contained an endless supply of this more
effective powder. Drakmil’s horn will never run out, and
weapons fired using it will ignore non-magical armor and cause an extra
1D3 damage. 800G |
61 |
Soul Reaper (BW) This Scythe causes normal damage unmodified
for Strength and attacks in ranks. Damage caused is unmodified for
toughness, armor, ignore pain, ignore blows, etc., but it has no effect on
Ethereal monsters. 400G |
62 |
Khere’s Mace (BD) Khere Ironwill was a great warrior from
Middenheim, and one of Sigmar’s captains. It was said that his mace could
cleanly knock the head off a Minotaur--from across the
battlefield! This mace causes an extra 1D6+6 wounds on a
natural hit roll of 6. In addition, its trailing arc of magic looses
magical mace heads out toward its foes. Each time the warrior attacks with
the mace (whether he hits or not), 1D3 mace heads are loosed, which will
fly towards any monster in the wielder’s line of sight. They hit on a 3+
and cause Strength 6 hits. 750G |
63 |
Sword of Khaine (BEW) This Longsword grants +1 to hit at +1
Strength when attacking, and in defense offers +1 toughness and enemies
are at -1 to hit the wielder. 850G |
64 |
Runeshot (BDW) Getridge Steelhammer was arguably the
greatest runesmith ever to be produced by the Dwarven race. One of his
great achievements was to develop a method of inscribing tiny runes on
items like pistol shot and quarrel heads that were equal in power to
normal size runes. Runeshot is normal shot inscribed with
Firebomb runes. If a monster is hit with Runeshot, after normal damage is
worked out, the ball explodes, causing 2D6 Wounds (this is a separate
attack with normal modifiers). If the hit roll was a 5 or 6, the ball
enters the monster’s body and the explosion is unmodified for toughness or
armor. The bag of Runeshot found is magical and will never run
out. 800G |
65 |
Bow of Veros (BE) Carved deep within Athel-Loren by the
master Fletcher Veros, this bow has the power to multiply arrows that
touch it’s string. It is treated as an Elf Bow, and each
arrow loosed from the bow splits into 1D6 arrows, making 1 hit roll for
all the arrows (which will all strike the same target). Each arrow has
damage resolved as a separate attack, and any damage bonuses for the arrow
fired apply to all the arrows it splits into. 1000G |
66 |
Spear of Kurnous (E) If wielded in hand to hand combat, the
spear grants +1 Initiative, +1D6 damage, is unmodified for strength, and
its wielder can attack in ranks. If thrown, the spear grants +1
Initiative, +1 to the BS roll, and causes double damage unmodified for
strength. Each time the spear is thrown it automatically returns to its
thrower, who may throw it as many times each turn as he has
attacks. 800G |