RED ELF
Magic Items

You may choose magic items for your characters and units from the following list and/or the common magic items on page 154 of the Warhammer rulebook.

MAGIC WEAPONS

Sword of Heroes - 50 pts
Against opponents with T5 or above the bearer gets +3S and each unsaved wound is multiplied into D3 wounds.

The Lady's Champion Sword - 40 pts
As long as the army has the Blessing of the Lady, the bearer may re-roll all failed rolls to hit and to wound. If the army does not pray for the Blessing at the beginning of the game or loses the Blessing, the sword counts as a non-magical hand weapon.

Morning Star of Fracasse - 30 pts
Bearer has +2S in the first round of combat. For each hit on a close combat opponent roll a D6. On a 4+, if the opponent has a magic weapon, it is destroyed.

Lance of the Quest - 20 pts
Bearer has +2S on the turn he charges. In addition the bearer can re-roll failed rolls to hit in the turn he charges.

MAGIC ARMOR

Armor of Brilliance - 100 pts
Gives a 4+ armor save and may be combined with other armor as normal. Opponents are at -1 to hit the wearer and his mount with both close combat and shooting attacks.

The Grail Shield - 50 pts
Gives a 6+ armor save and may be combined with other armor as normal. Also gives a 4+ Ward save. Models with the Grail Virtue only.

Cuirass of Fortune - 40 pts
Gives a 5+ armor save and may be combined with other armor as normal. Also gives a 5+ Ward save.

Mithril Great Helm - 30 pts
Gives a 6+ armor save and may be worn in addition to normal armor. The wearer may re-roll failed armor saves.

TALISMANS

Dragon's Claw - 50 pts
The bearer and his mount have a 5+ Ward save and immunity to Dragon Breath.

The Mantle of Blood - 30 pts
Any attack that causes multiple wounds will always cause only one wound against the wearer. In addition, if the wearer is automatically killed by any kind of special attack (Killing Blow ability, spells, etc.), he will only lose one wound (no saves allowed), but the mantle itself will be destroyed.

ENCHANTED ITEMS

Tress of Isoulde - 25 pts
Nominate one enemy model at the beginning of any Close Combat phase. The bearer hits that model on an unmodified 2+ for that phase. One use only.

The Ruby Goblet - 25 pts
This magic item will start to work at the end of the first phase during which the bearer/unit he is with has suffered an unsaved wound. The bearer and the unit he is with have a 6+ Ward save.

Holy Icon - 45 pts
As long as the army has the Blessing of the Lady, the bearer and the unit he is with have Magic Resistance (3). If the army does not pray for the Blessing at the beginning of the game or loses the Blessing, the item loses all its powers.

ARCANE ITEMS

Chalice of Malfleur - 25 pts
At the start of each player's Magic phase, the bearer may drink from the chalice. If she does so, roll 1D6. On a 1 the bearer takes 1 wound with no save possible. On a 2-6 add 1 extra dice to the pool.

Potion Sacre - 10 pts
Drink before rolling the dice to cast or dispel a spell. After the dice are rolled, the player may add +1 to the result of one dice. This may cause an Irresistible Force or prevent a Miscast. One use only.

The Silver Mirror - 50 pts
The bearer may use the mirror against a single enemy spell successfully cast against her/the unit she is with (even if cast with Irresistible Force). The spell is reflected back against the caster/the unit he is with. The enemy can try to dispel his own spell normally (using his Power dice as Dispel dice) unless the spell has been cast with Irresistible Force. Note that this item has no effect on spells that are not targeted specifically at the bearer/unit she is with. One use only.

MAGIC BANNERS

Banner of the Lady - 100 pts
All enemy units with at least one model in base contact with the banner bearer get no combat bonus for ranks.

Banner of Defense - 50 pts
All models in the unit carrying the banner have a 4+ Ward save against normal and magical missiles with a Strength of 6 or more.

Valorous Standard - 50 pts
The unit rolls 3D6 for all Leadershipbased tests (including Break tests) and discards the highest.

Errantry Banner - 25 pts
All Knights Errant in the unit get a +1 Strength bonus on the turn they charge (no effect on steeds and on characters who have joined the unit). Knights Errant only.

The Banner of Chalons - 10 pts
The enemy cannot choose the Stand & Shoot charge reaction against the unit carrying the banner.