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.
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