| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Killing Blow, Magical Attacks |
Should the wielder of the Axe of Men kill an enemy character (including champions) in a challenge, they gain the Terror special rule for the remainder of the game.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical Attacks |
The wielder of the Chaos Runesword has a +1 modifier to their Weapon Skill and Initiative characteristics.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Magical Attacks |
For each Wound an enemy loses as a result of an attack made with the Dagger of the Dark Pantheon, its wielder may apply a +1 modifier to their next Casting or Dispel roll.
Every roll of a natural 1 made when rolling To Hit with this weapon results in a hit which must be resolved against the unit they wielder has joined, either than the enemy. If the wielder has not joined a unit, that hit must be resolved against the wielder.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical Attacks |
Any enemy model that suffers one or more unsaved wounds from the Filth Mace must immediately make a Toughness test. If this test is failed, the wounded model suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) until the end of the turn.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 24" | 6 | -3 | Cumbersome, Magical Attacks, Multiple Wounds (2), Through & Through |
The Hunter’s Spear shoots like a bolt thrower, using the ‘Through & Through’ special rule.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | Magical Attacks, Terror |
The wielder of the Mangelder causes Terror. Any enemy unit that suffers one or more unsaved wounds from the Mangelder suffers a -1 modifier to its Leadership characteristic (to a minimum of 2) until the end of the turn.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | * | -3 | Hatred (Empire), Magical Attacks, Poisoned Attacks |
The Strength characteristic of the Primeval Club is equal to the current Leadership characteristic of the model that wields it.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Armour Bane (1), Magical Attacks, Multiple Wounds (2) |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Magical Attacks |
No description available.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | Extra Attacks (1), Magical Attacks |
Models whose troop type is 'infantry' only. During the command sub-phase of their turn, the wielder of the Taskmaster's Scourge may attempt to urge those around them into battle with a lash of their whip by making a Leadership test (using their own Leadership). If the test is passed, until your next Start of Turn sub-phase, this character and any unit they have joined gains a +D3 modifier to their Movement characteristic (to a maximum of 10).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+1 | -2 | Extra Attacks (+1), Magical Attacks, Requires Two Hands |
The wielder of the Axes of Khorgor may re-roll any rolls To Wound of a natural 1 made during the Combat phase.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S+2 | -3 | Extra Attacks (+D6), Magical Attacks |
Each time a natural 6 is rolled for the Extra Attacks (+D6) special rule, the wielder of the Black Maul suffers a -1 modifier to their Weapon Skill characteristic (to a minimum of 1, and for the remainder of the game).
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Magical Attacks |
Enemy models are not permitted an armour, Ward or Regeneration save against an attack made with this weapon if the wielder rolls a natural 6 when making a roll To Wound.
The Armour of the Damned is a suit of full plate armour. In addition, during the Combat phase, enemy models must re-roll successful rolls To Hit made against the wearer.
Models whose troop type is 'infantry' or 'cavalry' only. The Crimson Armour of Dragon is a suit of heavy armour. In addition, the wearer is immune to the Multiple Wounds special rule. If the wearer suffers an unsaved wound from an attack with this special rule, they lose a single Wound.
Models whose troop type is 'infantry' or 'cavalry' only. The Daemonic Platemail is a suit of full plate armour. In addition, it's wearer improves their Toughness and Initiative characteristics by 1.
Full Plate Chaos Armour is a suit of full plate armour. It may be purchased and worn by a Wizard, even if they do not have the option to be equipped with armour, a shield, or barding, without penalty. In addition, the wearer of Chaos Armour has a 5+ Ward save against any wounds suffered.
Heavy Chaos Armour is a suit of heavy armour. It may be purchased and worn by a Wizard, even if they do not have the option to be equipped with armour, a shield, or barding, without penalty. In addition, the wearer of Chaos Armour has a 5+ Ward save against any wounds suffered.
May de worn with other armour. The wearer if the Pelt of the Dark Young improves their armour save by 1 (to a maximum of 2+). In addition, its wearer (and any unit they have joined) has Magic Resistance (-2).
The Blackened Plate is a suit of full plate armour. In addition, its wearer has a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
May be worn with other armour. The wearer of the Fur of Sharggu improves their armour value by 2 (to a maximum of 2+) against non magical shooting attacks.
A unit carrying the Banner of Outrage may re-roll its Leadership test when testing for Primal Fury.
A unit carrying the Banner of Rage gains the Frenzy special rule. However, unlike other Frenzied units, this unit cannot lose this special rule.
A unit carrying the Banner of the Dark Powers gains the Magic Resistance (-3) special rule.
A unit carrying the Banner of the Gods ignores all negative modifiers to its Leadership characteristic.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of this banner may attempt to unleash its power by making a Leadership test (using their own unmodified leadership). If this test is passed, until your next Start of Turn sub-phase enemy units cannot use the Fly (X) special rule.
A unit carrying the Blasted Standard may re-roll any rolls of a natural 1 when making an Armour Save roll against wounds suffered during the Shooting phase.
All enemy units that can draw a line of sight to the model carrying the Doom Totem suffer a -1 modifier to their Leadership characteristic.
Any enemy model that targets a unit carrying the Icon of Darkness during the Shooting phase suffers an additional -1 To Hit modifier.
All enemy units within 6" of the model carrying the Manbane Standard suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
A unit carrying the Beast Banner increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
If a unit wishes to declare a charge against a unit carrying the Gore Banner, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal.
A unit carrying the Soiled Tapestry gains the Hatred (all enemies) special rule. However, all enemy models Hate the unit carrying this banner.
Every model (friend or foe) within 6" of the model carrying the Totem of Rust suffers a -1 modifier to its Armour Save rolls.
A unit carrying the Vitriolic Totem gains the Poisoned Attacks special rule.
Models whose troop type is 'infantry' only. Instead of attacking normally, the bearer of the Bloodskull Pendant may choose to inflict a single Strength 8 hit on every enemy model it is in base contact with, each with an AP of -1. These hits have the Killing Blow special rule.
Whilst their unit is within 18" of the bearer of the Cacophonous Dirge, enemy musicians cannot use their 'Onwards to Victory!,' Steadying Rhythm or Quick Time rules.
Single use. The bearer of a Favour of the Gos may re-roll the D6 when rolling on the Gaze of the Gods table.
The helm of Many Eyes gives its wearer (but nor their mount) the Strike First special rule. However, due to the combining images the helm conjures up, its wearer is also subject to the Stupidity special rule.
Unless the bearer of the Horn of the First Beast is fleeing, any friendly unit that is within 18" of this model may use its Leadership characteristic when testing for Primal Fury.
Once per turn, after rolling to determine if a unit with the Ambushers special rule that is currently held in reserve as reinforcements arrives, and if the bearer of the Horn of the Great Hunt is on the battlefield and is not fleeing, you may apply a +1 or -1 modifier to the result.
Models whose troop type is 'infantry' or 'cavalry' only. The bearer of the Pendant of Damnation gains a +1 modifier to their Attacks characteristic for every Wound they lose.
The bearer of the Rod of the Damned may cast The Summoning spell from the Lore of Daemonology (see page 322 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 2.
The wielder of the Scourge of the Burdened can cast the Call of the Wild spell from the Lore of Primal Magic as a Bound Spell with a Power Level of 2.
Beastman Chieftains and Beastman Shamans whose troop type is 'infantry' only. The wearer of the Skin of Men gains the Scouts and Vanguard special rules.
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may use the Stone of Spite. Until your next Start of Turn sub-phase all Wizards (friend or foe) suffer a -2 modifier to their casting rolls.
Single use. A Wizard may use this item instead of making a Wizardly dispel attempt. If they do so, the spell is automatically dispelled with no Dispel roll required. Note that a perfect invocation cannot be dispelled.
When attempted a Wizardly dispel, the bearer of the Daemon Heart counts their Level of Wizardry as being one higher than that of the Wizard whose spell they are dispelling or, in the case of Bound Spells, one higher than that spell's Power Level. Note this applies even if it would mean the bearer counts their Level of Wizardry as being lower than it actually is.
In addition to the Lores of Magic they may normally know spell from, the bearer of a Goretooth may know spells from the Lore of Primal Magic.
Rather than randomly generating the spells they know, and regardless of their Level of Wizardry, the bearer of the Grimoire of Ogvold knows all seven spells from their chosen Lore of Magic (including the signature spell). However, they can only cast a number of spells equal to their Level of Wizardy per turn.
Whenever the bearer of the Hagtree Fetish successfully casts a Magic Missile, they may re-roll any failed rolls To Wound.
Unless the owner of the Infernal Puppet is fleeing or engaged in combat, they may use it whenever an enemy Wizard that is within 15" of them makes a Casting roll. If they do so, the enemy Wizard must roll an extra D6 and discard the highest result.
The Jagged Dagger can only be used by a Wizard that has joined a unit. Before making a Casting roll, the bearer of the Jagged Dagger may make a sacrifice. On model belonging to the bearer's unit is immediately removed from play as a casualty. The bearer may then modify their Casting roll by adding the Wounds characteristic f the sacrificed model to the result. Note that this is a modifier to the result of a roll- it does not negate a roll of a natural double 1.
The bearer of the Sceptre of Power may apply a +1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the bearer suffers a single Strength 10 hit with and AP of -3 after the effects of the roll have been resolved.
The bearer of the Skull of Katam and any other Wizard within 3" (friend or foe) may apply a +1 modifier to any Casting roll they make. Note that this is a modifier to the result of a roll - it does not negate a roll of a natural double 1.
0-1 per Wizard. The owner of a Spell Familiar knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry. Note that this does not increase the Wizard's Level.
If the bearer of the Plague Chalice rolls any natural double when making a Casting roll (not including rolls of a natural double 1), the spell is cast as a perfect invocation, regardless of its casting value or of any other modifiers. However, each time the bearer casts a perfect invocation they suffer a Strength 4 hit with no armour save permitted (Ward and Regeneration saves can be attempted as normal).
Models with the Mark of Chaos Undivided only. When generating their spells, the bearer of the Tome of the Dark Gods may discard any number of their randomly generated spells. For each spell they discard, they may select any spell from the Lore of Chaos as if they had the corresponding Mark of Chaos.
The wearer of a Brazen Collar has Magic Resistance (-2).
Single use. During the Command sub-phase of their turn, if they are not engaged in combat, the bearer of the Chalice of Dark Rain may drink from it. Until your next Start of Turn sub-phase, the range of all enemy missile weapons is halved (rounding fractions up) and enemy war machines cannot shoot.
When the bearer's combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, enemy models in base contact with the bearer of the Cornucopia of Corpulence must make a Toughness test. If this test is failed, they lose a single Wound.
The wearer of the Crown of Everlasting Conquest gains the Regenerate (5+) special rule.
Single use. During the Command sub-phase on their turn the bearer of the Dark Heart can consume it. The model immediately recovers one lost Wound.
Enemy models whose troop type is 'monster' suffer a -1 modifier to their Weapon Skill characteristic whilst within 6" of the bearer of the Rune of the True Beast.
The bearer of the Talisman of the Carrion Crow has the Regeneration (5+) and Poisoned Attacks special rules.
The bearer of the Talisman of the Soaring Eagle has the Magic Resistance (-2) special rule. In addition, the bearer has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Magical Attacks special rule.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| 12-60" 5(10) AP-2(-3) | 5 (10) | -2 (-5) | Bombardment, Move or Shoot, Cumbersome, Multiple Wounds (D3) |
This weapon shoots like a stone thrower, using the 'Bombardment' special rule a 3" blast template and the Hellcannon Misfire table. Any unit that suffers one or more unsaved wounds from this weapon must make a Panic test as if it had taken heavy casualties.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -2 | Strikes Last |
In combat, this model may choose to make one of its attacks each turn with this weapon. For each Wound an enemy unit loses as a result of an attack made with this weapon, this model immediately recovers a single lost Wound.
| Range | Strength | AP | Special Rules |
|---|---|---|---|
| Combat | S | -1 | - |
For every Wound this character loses during a challenge, their enemy suffers a Strength 4 hit, with an AP of -2.
Once per game, when this character´s combat is chosen during Step 1.1 of the Choose & Fight Combat sub-phasae, a single enemy unit they are engaged with suffers D6 Strength 3 hits, with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
During the Start of Turn sub-phase of each of your turns, make a Leadership test for this model. If this test is failed, roll immediately on the Hellcannon Misfire table.
Units of Chaos Marauders and Marauder Horseman have the option to belong to a 'Chaotic Cult': • A model cannot belong to more than one Chaotic Cult. • A character with a Mark of Chaos can join a unit belonging to any Chaotic Cult as normal.
Praising The Gods Once per game, during the Command sub-phase of its turn, a unit belonging to a Chaotic Cult may implore its patron for their blessing by making a Leadership test. If this test is passed, until its next Start of Turn sub-phase, all Chaotic Cult models within the unit gain the benefit specified by the specific cult. If this test is failed, the unit's implorations go unheeded.
Characters only. This character and any unit they have joined gains the Stubborn special rule.
This character cannot be wounded by a roll To Wound of 2, regardless of the Strength of the attack.
Unless this character is fleeing, any enemy unit that is required to make a Fear or Terror test whilst within this character´s Command range does so with an additional -1 modifier to its Leadership characteristic (to a minimum of 2).
Models whose troop type is 'infantry' or 'cavalry' only. Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
Models whose troop type is 'infantry' or 'cavalry' only. Enemy units engaged in combat with this character cannot use the Strike First special rule. Enemy models that do not have the Strike First special rule become subject to Strike Last special rule instead.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.
Note that this special rule may only apply to a single, non-magical hand weapon and does not apply to a model's mount (should it have one). If the model is using two hand weapon or any other sort of weapon, this rule cease to apply.
This character (but not their mount) has a +1 modifier to their Attacks characteristic.
Models whose troop type is 'infantry' only. This model gains the [Armoured Hide (1)] special rule.
During the Combat phase, the Armour Piercing characteristic of any weapon used by this model (but not its mount) is improved by 1.
This model (but not its mount) has a +1 modifier to its Attacks characteristic. However, this bonus attack must be made using an ordinary hand weapon.
Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror tests.
Models with the Mark of Khorne have the Frenzy special rule.
Any enemy model that directs its attacks against a model with the Mark of Nurgle during the Combat phase must re-roll any rolls To Hit of a natural 6.
Models with the Mark of Slaanesh have +1 Initiative during the first round of any combat. Additionally, if the majority of the models in a unit have the mark of Slaanesh the unit automatically passes any Panic tests it is required to make.
Models with the Mark of Tzeench have the Flaming Attacks and Magic Resistance (-1) special rules. In addition, if a Wizard with the Mark of Tzeentch has joined a unit with the Mark of Tzeentch that has a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave this unit for any reason, or should the unit's Unit Strength fall below 10, this modifier is lost.
Unless this character is fleeing, friendly units of Chaos Marauders and Marauder Horsemen gain a +1 modifier to their Leadership characteristic whilst within this character´s Command range (to a maximun of 10).
This model (but not its mount) has a +1 modifier to its Strength characteristic.
The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule is improved by the current Rank Bonus of its unit.
Characters only. Any enemy model that targets this character or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.
Instead of attacking normaly during the Combat phase or making a Giant Attack, a Giant that is engaged in combat with one or more units whose troop type is "regular infantry" or "heavy infantry" may choose to make a "Pick Up And..." attack, nominate an enemy unit of regular or heavy infantry that Giant is engaged in combat with. The unit must inmediatly make an Initiative test.
Next, roll a D6 - On a roll of 1-3, the Giant forget what it is doing and makes no further attacks.
This continue until the Giant forget what it is doing and stops making attacks or until the target is destroyed.
Enemy models removed from play are considered to have been removed from the fighting rank of the enemy unit.
This character (but not their mount) has the Poisoned Attacks special rule.
Beastman Chieftians only. Unless this character is fleeing, friendly Bestigor, Gor and Ungor Herds gain a +1 modifier to their Leadership characteristic whilst within this character's Command range (to a maximum of 10).
Any enemy model that directs its attack against this model or any unit it has joined during the Combat phase suffers a -1 modifier to its rolls To Hit
Spawn of Khorne have the Killing Blow special rule.
Spawn of Nurgle have the Poisoned Attacks special rule.
Spawn of Slaanesh have the Strike First special rule.
Spawn of Tzeentch have the Flaming Attacks and Magical Attacks special rules.
This model can cast the following Bound spell, with a Power Level of 1. This model can cast this Bound spell even if its engaged in combat.
Type: Magic Missile Casting Value: 7+ Range: Self Effect: If this Bound spell is cast, all units within 6" of this model (friend or foe), including units engaged in combat and this model, suffer D3 Strength 4 hits, each with an AP of -1.
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile or a Magical Vortex spell. In addition, if a model with this special rule, or the unit it belongs to, suffers one or more hits from Storm Call (see page 104), it becomes ‘Quickened’. A Quickened model has a +1 modifier to both its Initiative and Attacks characteristics. This Quickening lasts until your next Start of Turn sub-phase.
This model (but not its mount) has a +1 modifier to its Initiative characteristic.