Unlike the common magic items listed in the Warhammer: the Old World rulebook, which can be used in any game, these items are created especially for games of Battle March and, as such, should only be included in muster lists written for games of Battle March.
Magic Weapons
The wielder of the Skirmisher's Blade strikes unexpectedly and with murderous efficiency.
| Range | Strength | Armour Piercing | Special Rules |
|---|---|---|---|
| Combat | S | -1 | - |
Notes: If the wielder of this weapon is engaged with an enemy units flank or rear arc, they may re-roll any failed rolls To Wound.
Though it resembles a gnarled wooden staff, the Thornspitter Stave hides a deadly secret, enabling its wielder to strike their enemies from afar.
Ranged:
| Range | Strength | Armour Piercing | Special Rules |
|---|---|---|---|
| 24" | 4 | - | - |
Combat:
| Range | Strength | Armour Piercing | Special Rules |
|---|---|---|---|
| Combat | S+1 | - | - |
Notes: The Thornspitter Stave has two profiles, representing how it is used at range and in combat.
Glowing with forge-heat, this hatchet cleaves through armour as easily as dense undergrowth.
| Range | Strength | Armour Piercing | Special Rules |
|---|---|---|---|
| Combat | S+1 | -1 | - |
Notes: Models whose troop type is infantry only. Once per game, during their Start of Turn sub-phase, the wielder of the Trailblazer's Hatchet may use it to reveal the path ahead. Until the end of that turn, the wielder and their unit gains the Move Through Cover special rule.
Forged with an uncanny quickness, the wielder of Diestro's Blade strikes faster than the eye can see.
| Range | Strength | Armour Piercing | Special Rules |
|---|---|---|---|
| Combat | S | -1 | - |
Notes: The wielder of this weapon has a +1 modifier to their Initiative characteristic.
Magic Armour
This battered helmet gives its wearer an air of confidence that fills those they command with courage.
May be worn with other armour. The wearer of the Helm of Courage improves their armour value by 1. In addition, once per game the wearer (and any unit they have joined) may re-roll the 2D6 when making a Break test.
This heavy coat of armour is all but impervious to attacks made with anything but the sharpest of blades.
The Padded Hauberk is a suit of heavy armour. In addition, the wearer improves their armour value by 1 against attacks with an AP characteristic of - (to a maximum of 2+).
Despite its size and weight, this well-balanced shield can easily be used as an improvised weapon.
The Iron-rimmed Shield is a shield. The bearer (but not their mount, should they have one) has a +1 modifier to their Attacks characteristic. However, this bonus attack must be made using an ordinary hand weapon.
The wearer of this darkened suit of brigandine armour seemingly vanishes amongst a crowd of warriors.
Models whose troop type is infantry only. The Shadowed Mantle is a suit of light armour. In addition, the wearer cannot be targeted by enemy shooting or by enemy spells whilst within 6" of a friendly unit, rather than the usual 3", even if the wearer is the closest target.
Talismans
A mere glance from the bearer of this ornate talisman is enough to make an enemy lower their weapons and stand to attention.
Single use. Enemy models that wish to direct their attacks against the bearer of the Talisman of Authority during the Combat phase must first make a Leadership test (using their own Leadership). If this test is passed, they may attack as normal. If this test is failed, they cannot attack this turn.
The air shimmers around the Warding Talisman, stealing enemy attacks of their strength.
The Warding Talisman gives its bearer a 6+ Ward save against any wounds suffered.
Magic Standards
The mere sight of an infamous regiment's banner can fill the enemy with dread and tip the outcome of battle.
Single use. When calculating its combat result, a unit carrying the Banner of Renown may claim an additional bonus of +1 combat result point.
Proudly borne aloft by the veterans of many battles, a unit entrusted with this tattered banner is filled with courage.
A unit carrying the Banner of the Bold gains the Veteran special rule.
Enchanted Items
The most successful commanders of vanguard and scouting forces are the ones that diligently scour the landscape ahead.
If your General is equipped with the Ranger's Glass, you add +1 to your roll when rolling off to choose who takes the first turn. If both players' Generals are equipped with this item, a roll-off decides which is authentic. The owner of the authentic item may use it. The owner of the other finds it to be a worthless copy.
Liberated from a dusty tomb, this glass orb enables its bearer to see enemies that lurk within even the densest undergrowth.
The bearer of the All-Seeing Eye of Numas ignores modifiers for full and partial cover and, when determining their line of sight for the purposes of shooting, ignores woods.
Those officers that study their maps are less likely to fall prey to the perils of the wilderness.
When the bearer of the Wilderness Map (or their unit) causes a roll to be made on the Wilderness Terrain table (see page 40), you may re-roll the D6.
Filled with strange tales, the dusty pages of this old book occasionally reveal useful information and uncanny prophesies.
If a character in your army bears the Enchanted Almanack, you may re-roll your D6 when required to roll on the Chaos of War table (see page 41).
Arcane Items
Written to aid apprentices and acolytes in their studies, scrolls such as this allow Wizards to conjure fire from the air.
Single use. Instead of attempting to cast a spell they know, the bearer of the Scroll of Fiery Convocation may read from it to cast the Fireball spell from the Lore of Battle Magic.
Though it crumbles in their hands, the words within this scroll can summon forth a host of unquiet spirits to guard the reader.
Single use. Instead of attempting to cast a spell they know, the bearer of the Scroll of Deathly Whispers may read from it to cast the Deathly Cabal spell from the Lore of Necromancy.
Polished smooth by the touch of its owner, this strangely glowing shard of stone fills the air around it with magical energy.
Single use. Immediately before the bearer of the Wyrdstone Shard makes either a Casting roll or a Dispel roll, they may declare they will use it to apply a +1 modifier. to that roll.
When read aloud, the nonsensical words etched upon this scroll can easily confuse and confound a Wizard's enemies.
Single use. Instead of attempting to cast a spell they know, the bearer of the Scroll of Obfuscation may read from it to cast the Confounding Convocation spell from the Lore of Illusion.