These magic items are unique to Beastmen Brayherds armies. These can be purchased by models within a Beastmen Brayherds army in exactly the same way as common magic items, as described in the Warhammer: the Old World rulebook.
Magic Weapons
This brutal, spiked cudgel is stained black with the blood of a thousand victims. Those that wield the club for too long become overwhelmed by its thirst for violence.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+2 | -3 | - |
Notes: 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).
This ancient club, bound in cracked leather and infested with spiders and slugs, has been stained red with blood since the dawn of civilisation and is the bane of all order and hope.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | * | -3 | - |
Notes: The Strength characteristic of the Primeval Club is equal to the current Leadership characteristic of the model that wields it.
A single, mighty stroke from this fearsome axe can cut even the most powerful warrior clean in half, a sight which emboldens the bearer's followers and horrifies their enemies in equal measure.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | -1 | - |
Notes: 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.
When the Banebeast Khorgor was slain, his axes were taken by his successor and so they have continued to be passed down through the centuries.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+1 | -2 | - |
Notes: The wielder of the Axes of Khorgor may re-roll any rolls To Wound of a natural 1 made during the Combat phase.
The Mangelder saps the strength of its victims' minds as well as of their bodies, and those few who survive wounds inflicted by the weapon rarely fight again.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+1 | -1 | - |
Notes: 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.
Crafted to fell the mighty beasts of the far north, this thick-hafted spear bears enchantments allowing it to penetrate yards of flesh and muscle, skewering the foe through-and-through.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
24" | 6 | -3 | - |
Notes: The Hunter's Spear shoots like a bolt thrower, using the 'Through & Through' special rule.
The Brass Cleaver is said to be an artefact from another realm. Ancient and terrible, its outline blurs with a barely restrained thirst for carnage.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | -2 | - |
Notes: 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 dark, serrated blade of this weapon is engraved with words of power in the Dark Tongue, keeping its biting edge keen and sharp for all time.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | -1 | - |
Magic Armour
Chaos Armour is a gift of the gods, a symbol of the wearer's status as a true champion of Chaos.
Full Plate Chaos Armour is a suit of full plate armour. 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.
The Pelt of the Dark Young is shrouded in tendrils of darkness that gather about the wearer.
May be worn with other armour. The wearer of the Pelt of the Dark Young improves their armour value by 1 (to a maximum of 2+). In addition, its wearer (and any unit they have joined) has Magic Resistance (-2).
Chaos Armour is a gift of the gods, a symbol of the wearer's status as a true champion of Chaos.
Heavy Chaos Armour is a suit of heavy armour. 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.
This battered suit of plate mail is blackened with the soot of burning palaces and temples.
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.
When the beast-spawn Sharggu was slain, its hide was roughly cut to make a heavy cloak.
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.
Talismans
It is said that to quaff from this blackened and rotted cup is to command the elements.
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.
This twisted basket overflows with such abundant filth that the weak might drown in its bounty.
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.
This sigil of pure savagery is carved into the flesh of only the mightiest Beastlords, causing even the greatest of monsters to cower before the unbridled ferocity of this raging predator.
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.
Beastmen rip the still beating hearts from their defeated rivals. In battle, they will feed upon these grisly trophies, claiming the strength of their vanquished enemies.
Single use. During the Command sub-phase of their turn, the bearer of a Dark Heart can consume it. The model immediately recovers one lost Wound.
Magic Standards
Enemies tremble to see the foul sigils daubed upon this blood-drenched standard.
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.
Little more than a jagged spike upon which the corroded remains of armoured warriors are impaled, the Totem of Rust spreads an all-consuming aura of entropy.
Every model (friend or foe) within 6" of the model carrying the Totem of Rust suffers a -1 modifier to its Armour Save rolls.
Glowing with Morrslieb's light, creatures of the sky cower before the Banner of the Warped Moon.
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.
Adorned with shattered beast skulls, the Beast Banner radiates an unquenchable thirst for battle.
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.
The Manbane Standard is a corpse beset by carrion birds. Any who behold it are filled with the dread that it will be upon their eyes that the birds next feast.
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).
This gnarled and twisted bough is hung with the heads of the fallen. From these rotted trophies drips a constant rain of blackened ichor and poisoned blood.
A unit carrying the Vitriolic Totem gains the Poisoned Attacks special rule.
This stolen standard has been befouled and stained as a terrible affront to the enemy. Its presence drives Beastmen to ever more vile extremes of savagery.
A unit carrying the Banner of Outrage may re-roll its Leadership test when testing for Primal Fury.
Dragged through filth, this once-sacred banner is now a symbol of hatred.
A unit carrying the Soiled Tapestry gains the Hatred (all enemies) special rule. However, all enemy models Hate the unit carrying this banner.
Enchanted Items
Contained within this glowing stone is the soul of an Ungor, slain in a hideous ritual. When crushed underhoof, a wave of bitterness and spite is released, banishing the Winds of Magic.
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.
The dissonant blare of this twisted horn summons Beastmen to the blood grounds to hunt and slaughter the weak.
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.
This immeasurably ancient, fossilised horn is said to be taken from the skull of the First Beast. When it is sounded, Beastmen find the savage fury of their race swelling within their hearts.
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.
Snatched from the petrified fingers of a cruel wagoner, the threat of this barbed whip inspires swiftness amongst all beasts.
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.
The march of the warherd is always accompanied by the raucous droning of pipes so deafeningly loud that it drowns out the instruments of all the foe.
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 Turn rules.
The wearer of this flayed and sigil-encrusted human pelt is under a glamour, making them appear no more than a particularly ugly peasant. When the skin is cast aside, the awful truth is revealed.
Beastmen Chieftains and Beastmen Shamans whose troop type is infantry only. The wearer of the Skin of Man gains the Scouts and Vanguard special rules.
Arcane Items
This rotted wooden chalice is filled with a vile brew of blood and pus. Any Shaman that sups from it is wracked with pain, even as raw magic courses through their veins.
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).
When shattered upon the ground, clay jars of Morghur's blood boil and spit, birthing mewling beastlings that consume raw magic from the very air, before fading back into the cursed soil.
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.
Pulled still beating from the chest of a shadow-skinned Daemon, this gruesome artefact must constantly consume magic lest it fade to dust.
When attempting 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 that this applies even if it would mean the bearer counts their Level of Wizardry as being lower than it actually is.
A crudely carved effigy of a hagtree, this shamanic heirloom can spell doom for the Bray-Shaman's foe when brandished with the appropriate curse.
Whenever the bearer of the Hagtree Fetish successfully casts a Magic Missile, they may re-roll any failed rolls To Wound.
In bloody rituals, Bray-Shamans tear the teeth from the jaws of raging beasts to make amulets that allow them to tap into the primal rage of their victims.
In addition to the Lores of Magic they may normally know spells from, the bearer of a Goretooth may know spells from the Lore of Primal Magic.
This potent sacrificial tool radiates the pain and anger of a thousand ritual offerings made to the Ruinous Powers.
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. One 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 of 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.