Treasures of the Old Ones

- Warhammer Chronicles -
Presented by Gav Thorpe

This month I reveal the bounties of victory, detailing the potent artefacts that have been claimed from the monster-ridden marshes of the Isle of Albion.

Well, the Dark Shadows campaign is finished, and the fate of the island has been sealed. The campaign was a great success, but the fight for Albion is not over. In next month's Arcane Lore we'll be looking at the myriad gaming opportunities now offered by the current state of affairs on Albion, and also tell you what you can do with those Dark Emissary, Truthsayer and Fenbeast miniatures you've now got.

The conquering armies have now had time to search and pillage the ancient tombs of the Isle of Wights, to delve into the depths of the Bastion of the Old Ones and scour the catacombs of the Citadel of Lead.

This ransacking has brought great reward. When the Old Ones left the world, they left behind some of their ancient artefacts. Some of these are potent weapons forged by a race which once ruled the stars. Others are arcane devices whose original purpose and working is now long since lost, but which still retain some measure of their mystical energy.

As promised, the winners of the Dark Shadows campaign have their magic item inventory expanded. In the end we decided to allocate these magic items to the top three overall armies, plus a special award to the army with the highest win percentage. The following magic items are additions to those listed in the Common Magic Items list and the relevant army books, and can be used in any battle, not just those set on Albion.

60 points
Magic Weapon
Dark Elves only

This potent weapon is fashioned in the shape of a mighty fist, which shimmers with a magical energy and can crush bones in its grasp.

The character becomes Strength 8 and enemy models may not make armour saves against blows struck by the Gauntlet. A character armed with the Gauntlet of Power strikes last (see page 89 of Warhammer).

40 points
Dark Elves only

This magical artefact can be worn on a chain around the neck, and provides a wall of magical energy that deflects incoming blows and releases bright bursts of light when activated.

5+ Ward save. In addition, if the Ward save is successful against a close combat attack, the model that struck the character is stunned and reduced to WS1 until the end of the Close Combat phase.

20 points
Enchanted Item
Dark Elves only

It is claimed that this small box contains magical spirits that can see all and hear all. They whisper to the bearer, revealing the secrets of the enemy.

Enemy Scout units may not deploy within 12" of the bearer (this includes Scouts with additional deployment rules such as Chameleon Skinks). In addition, at the start of each of their turns, the character may activate the Divine Eye. The Eye will look into every enemy unit within 12". Your opponent must reveal the number of magic items in each affected unit (although he does not have to reveal what they are or who specifically is carrying them).

80 points
Magic Weapon
High Elves only

Shaped like a wickedly taloned claw, this magic weapon pulses with dark power, ripping apart armour and bone with equal ease.

The wielder may re-roll failed rolls to wound in close combat, and ignores armour saves.

35 points
Magic Armour
High Elves only

This highly ornate armour is imbued with its own strength, which it grants to the wearer.

The Armour of the Gods can only be worn by characters on foot, and cannot be combined with other armour. It confers a 3+ saving throw. In addition, it adds +1 to the wearer's Strength characteristic.

30 points
Magic Weapon
High Elves only

This magical firearm conjures roaring flames from out of thin air, incinerating the enemy with fiery doom.

The bearer of the Fusil counts as having a breath attack, which hits at Strength 3. This is a flaming attack.

55 points
Arcane Item
Empire only

The Hexstaff is inscribed with ancient sigils of the Old Ones, attracting the magical energies of chaos for the user to mould into mighty spells.

The Wizard may draw extra power from the Hexstaff, once per friendly Magic phase. When used, the staff generates D3 additional Power dice (roll each Magic phase). However, keep these dice separate (using different coloured dice is the best way of doing this) as they may only be used by the Wizard with the Hexstaff. In addition, if the Hexstaff dice roll a 1 when a spell is being cast, the Wizard automatically suffers a Miscast for each result of a 1 rolled.

65 points
Magic Weapon
Dwarfs only

This sword has a blade enveloped in glittering light and can slice through the toughest armour.

The character strikes in close combat with Strength 5 and ignores armour saves.