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.
Piranha Blade (magic weapon):
+2 Attacks.
50 pts
Dagger of Sotek (magic weapon):
Skinks only. +1 Strength. In addition, when fighting Skaven each wound
inflicted by the dagger counts as 2 towards combat resolution instead
of the normal 1.
50 pts
Sword of the Hornet (magic weapon):
Always strike first.
25 pts
Bitametl (magic armour):
Counts as wearing armour (5+ armoursave, combines as normal with otherarmour
saves). Re-roll failed armour saves.
35 pts
Stegadon Helm (magic armour):
May be worn in addition to other armour (5+ armour save, combines as
normal with other armour saves).
15 pts
Glyph Necklace (talisman):
5+ Ward save.
30 pts
Amulet of Itzl (talisman):
2+ Ward save against the first wound suffered. One use only.
40 pts
Amulet of Xapati (talisman):
Gives its wearer Magic Resistance (2).
40 pts
Cloak of Feathers (enchanted item):
Skink on foot only. Model can fly.
40 pts
Bane Head (enchanted item):
Nominate an enemy character at the start of the battle. All unsaved
wounds caused by the bearer on the nominated target are doubled.
20 pts
Plaque of Dominion (arcane item):
Adds 1 extra dice to the Lizardman army's pool of Power and Dispel dice
in each player's turn.
50 pts
Totem of Prophecy (magic banner):
The unit causes fear.
75 pts
Sun Standard of Chotec (magic banner):
Missiles fired at the unit carrying the banner are at -1 to hit.
40 pts
Totem of the Crested Ones (magic banner):
The unit gets a 5+ Ward save against normal and magical missiles with
a Strength of 5 or more.
30 pts
Jaguar Standard (magic banner):
The unit pursues an extra D6".
20 pts |