Enchanted Items includes a miscellany of items of varied effect. Although some take similar forms to Wards, the main difference is that a model can have more than 1 Enchanted Item but can never have more than 1 Ward.
User gains abilities of lvl 3 Necromancer. Each time the bearer casts a spell, he must test against his Ld. If he fails, he can do nothing until the start of his next turn.
When bearer hits enemy in hand-to-hand combat, roll a D6. If score is higher than victim's T, or a 6, the victim is killed horribly. The foe is slain automatically, hence no saves against wounds are allowed.
Skaven Plague Monks only
No wizard in base contact with bearer may cast spells, use counter magic, or retain Winds of Magic cards from turn to turn. Any spell cast at bearer or unit he is with will be dispelled automatically.
Cannot be used by a wizard.
Bearer has magic abilities as level 2 High Elf Mage Champion.
High Elves only
May be released at the beginning of any Lizardman turn. All creatures flying high are driven to the ground, and suffer D3 wounds. Riders of large monsters driven to the ground suffer D3 wounds, and so does the monster. One use only.
Lizardmen only
Wearer cannot be charged or shot at unless enemy first rolls 6 on a D6. Spells can only be cast at the wearer if the attacking wizard first rolls 5 or 6. The cloak only affects models on foot.
Models on foot only. Skaven only
Bearer gains the powers of a level 2 Wizard Champion. Generate 2 spells from list below, before other wizards draw their spells. On a double, take spell indicated + Stench of Nurgle.
1 | Putrefy (Skaven) |
2 | Plague (Skaven) |
3 | Pestilent Breath (Skaven) |
4 | Wither (Skaven) |
5 | Stream of Corruption (Nurgle) |
6 | Misma of Pestilence (Nurgle) |
Double | Stench of Nurgle (Nurgle) |
Skaven Plague Monks only
Only starts to work when bearer or unit he is with takes 1 or more wounds. -2 to hit on enemy missile attacks; -1 to hit close combat attacks. Note that the Chalice has no effect once the bearer is killed.
May be used at any time against a single enemy wizard in base contact with the bearer. The casket automatically steals one of the enemy's spells (determine randomly). The bearer may cast the stolen spell in his own magic phase. No power is required to cast the spell. The casket may contain any number of spells.
May be used once during any turn, and not in the close combat phase. The bearer or unit he is with may heal 1 wound.
Three uses only. Dwarfs only
If slain, Vampire is restored to full wounds, together with any magic items/spells. Note that this is one of the few items which will save a character from an automatic kill.
Vampires only. One use only
Use at start of magic phase, after magic cards have been dealt but before any spells are cast. Roll 1D6 and remove that many magic cards from each side. If a player doesn't have enough magic cards, he must also surrender spell cards to make up the difference. Roll a D6 for every spell surrendered. On a 4+ the Chalice bearer sustains 1 wound, no armour saves allowed.
Chaos Dwarfs only
No monster will attack bearer in hand-to-hand combat. If bearer is touching enemy monster at end of hand-to-hand combat phase, take a Ld test. If bearer succeeds, he temporarily takes control of the monster, which may immediately move and fight a round of hand-to-hand combat. Control of the monster then reverts to the owning player.
Orcs and Goblins only
Bearer Ld 10. The bearer and any unit he leads take Break tests on unmodified Ld of 10.
A Daemon Steed takes the form of a mighty horse.
M | WS | BS | S | T | W | I | A | Ld | |
---|---|---|---|---|---|---|---|---|---|
Daemon Steed | 8 | 4 | 0 | 4 | 4 | 3 | 6 | 3 | 10 |
The Steed has a daemon saving throw of 4+ plus armoured barding for 3+ in total. It is not affected by daemon animosity, and counts as a monster. A model riding a Daemon Steed causes fear.
Chaos only
Each turn, the unit lead by sceptre bearer may add +1 M, or add +1 S to each model, or have +1 armour save.
Dwarfs only
May be drunk at any time except during the close combat phase. Restores user to full wounds.
One use only
May be used at any time except during the close combat phase. Heals user back to full wounds.
One use only. Skaven only
Use before start of battle on regiment character is with. Effects last all the battle. Roll a D6: 1 - No effect; 2-3 - Unit hates all non-Skaven; 4-5 - Unit subject to frenzy; 6 - Unit moves at double speed and doubles its A value, and roll a D6 at the end of each Skaven turn - on a 1 the regiment suffers D6 wounds.
One use only. Skaven only
Any enemy character within 12" of the sceptre bearer must take Id test. If he fails, he can do nothing. If test is passed, character is immune.
Chaos - Slaanesh only
May be activated when bearer or unit they are with is charged by a flying creature, and affects all flying creatures fighting the unit. Flying creatures must roll a 6 to hit. Riders may not attack at all.
Any Undead model within 12" of wearer may use his WS instead of its own. This ability may not be used if the wearer is in close combat himself.
Mummy Tomb King only
Wearer has +2 Strength. If he rolls a 1 to hit, blow is struck against a randomly determined friendly model in base contact.
Chaos Dwarfs only
May be used once per battle, in the close combat phase. Vs one foe only, bearer hits on unmodified 2+ and wounds on unmodified 2+. No armour saves allowed.
Bretonnia only
When wearer fights a challenge, he fights with his opponent's S, T & I (and vice versa).
At the start of his turn, bearer recovers 1 wound he has suffered. A dead character cannot use the power of the amulet to recover wounds and restore him to life.
Will dispel spell cast at user or unit he is with on D6 roll of 4+. Only one spell may be dispelled a turn.
Can be used against enemy model in base contact. Both models are frozen in time and can do nothing until the enchantment ends. Roll D6 at the start of each player's turn - on a 6 the enchantment is ended. One use only.
If the character wearing the cloak is already in close combat, he can move up 24" before either side has struck, or after he has made his attacks. He may not move into close combat.
One use only. Models on foot only. Lizardman Saurus/Skink Hero only
All living creatures within 6" of the bearer suffer -1 to to hit/shooting rolls.
Chaos or Undead only
May be used at any time during the player's turn. Creates barrier of flame 6" in front of wearer and unit he is with. Only enemy immune to flame may cross the barrier. Lasts one turn.
One use only. Dwarfs only
Explodes when bearer is slain. Each model within a radius equal to the bearer's original W value takes an automatic hit at a S equal to bearer + D6. A wounded model suffers D6 wounds.
One use only (!)
Wearer always strikes first in hand-to-hand combat.
Chaos only
A Night Goblin character can feed mushrooms to one Fanatic emerging from a unit he is with. The Fanatic causes an extra D6 hits on the first unit he strikes, causing 2D6 S5 hits.
One use only. Night Goblins only
May be thrown up to 8" in the shooting phase. Nominate target and roll Scatter dice. A HIT is a direct hit, otherwise globe lands D3" away in direction indicated. Use 2" diameter template. Affected models suffer 1 wound on roll of 4+, no armour saves allowed.
Skaven only
Drink at the start of any turn and roll a D6: 1-3 - Recover 1 wound; 4 - + 1 S this turn only; 5 - +2 S this turn only; 6 - Take random Chaos Gift.
Chaos only. One use only
Enemy models attacking bearer in close combat must take a Ld test before striking. If they fail, they suffer -2 to hit/-2 S against the wearer.
Skaven only
Bearer may make 1 lash attack before other models strike blows in close combat. If enemy is hit, he must take Ld test before he can attack that turn. Any creature ridden by enemy struck by whip must also pass a Ld test to attack.
Wearer may add +1 to any characteristic before the battle begins. Choose a characteristic and roll a D6. On a 5+, the characteristic is increased. If not, choose another characteristic and roll again. You need 4+ for your second choice, 3+ for the third, and so on. The fifth roll is automatically successful. Note that no characteristic may be increased beyond its normal maximum value, generally 10.
Bretonnian General only
Increases character's Strength by +3 for one turn.
Re-roll any one dice throw, which may be adjusted by + 1/1.
One use only. Skaven & Chaos only
Bearer may drink before making a dice roll, then add +1 or deduct -1 to the score.
One use only. Bretonnian Knights only