These magic items are unique to Empire of Grand Cathay armies. These can be purchased by models within an Empire of Grand Cathay army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook.
Magic Weapons
A huge and ornate club, studded with jewels and wrapped with precious metals, the Monkey King's Wisdom is a huge and brutal weapon.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | 10 | -4 | - |
The Jade Blade is an ancient weapon fashioned from the fang of a Lumbrian sea monster. Imbued with the monster's regenerative powers, it continually heals its wielder.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+2 | -2 | - |
Notes: The wielder of the Jade Blade of the Great Fleet gains the Regeneration (5+) special rule.
Made from the horn of the Great Spirit Longma Tian Wu and able to pierce any armour, heroes of Cathay carry this spear into battle with pride.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+1 | -3 | - |
Notes: Models whose troop type is cavalry, monster or chariot only. A Cathayan lance's Strength and Armour Piercing modifiers apply only during a turn in which the wielder charged.
According to legend, the blade of the Sun brings enlightenment, whilst the blade of the Moon brings only death.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | -1 | - |
Notes: If the wielder of the Sun & Moon Blades is struck a Killing Blow, roll a D6. On a roll of 4+, the Killing Blow is parried and the Killing Blow is discarded with no further effect.
Magic Armour
The wearer of the Armour of the Warbird takes to the skies to strike at their enemies from above.
Models whose troop type is regular infantry or heavy infantry only. The Armour of the Warbird is a suit of heavy armour. In addition, the wearer gains the Counter Charge, Fly (9) and Swiftstride special rules. However, the bearer cannot join a unit.
Carved from a section of the Great Bastion, the Shield of Nan-Gau is a massive stone and iron shield.
The Shield of Nan-Gau is a shield. In addition, during a turn in which its bearer was charged, the Shield of Nan-Gau improves its bearer's armour value by 2 (to a maximum of 2+).
Talismans
The crystals that grow in the peaks of Kunlan unleash sorcerous energy when struck.
The Crystal of Kunlan gives its bearer a 5+ Ward save against any wounds suffered. In addition, if a natural 6 is rolled when making the Ward save, every enemy model in base contact with the bearer suffers a Strength 3 hit with an AP of -. These attacks have the Flaming Attacks special rule.
Hostile magic recoils from the wearer of this gleaming crown of office.
The Crown of Jade gives its wearer a 4+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Magic Standards
The banner of the Dragon Emperor inspires all Cathayan soldiers who gaze upon it, while spreading disorder and panic in their foes.
A unit carrying the Standard of Wei-jin causes Fear. In addition, all enemy units within 12" of the model carrying the Standard of Wei-jin suffer a -1 modifier to their Leadership characteristic when making a Fear, Panic or Terror test.
The heavens are the realm of the Celestial Dragon, and those that would encroach upon his domain must face his wrath.
Single use. A unit carrying the Icon of Heavenly Fury may activate it during the Command sub-phase of their turn. Until your next Start of Turn sub-phase, enemy units cannot use the Fly (X) special rule.
Under the scrutiny of the Celestial Dragon, enemy Wizards falter.
When an enemy Wizard chooses a unit carrying the Dragon's Eye Banner as the target of a spell, roll a D6. On a 3+, the Wizard's controlling player must choose another target. If there is no other viable target in range, the spell cannot be cast.
Those that would fight beneath this venerable banner must be as solid and unwavering as the Great Bastion itself.
A unit carrying the Banner of the Bastion gains the Shieldwall special rules.
Enchanted Items
Some have travelled to the broken lands around the Great Maw and brought back strange objects - among them the Maw Shard, an extra-worldly artefact.
If an enemy Wizard rolls any natural double when making a Casting roll whilst within 18" of the bearer of the Maw Shard, the spell is miscast, regardless of the casting result.
Created in the House of Secrets of Shang Yang, this sorcerous mask gifts the wearer with the alchemical secrets of the Iron Dragon.
The wearer of the Alchemist's Mask can cast the Plague of Rust spell from the Lore of Elementalism as a Bound spell, with a Power Level of 3.
The ghostly light of a Spirit Lantern reveals the denizens of the underworld and lays bare their weaknesses.
A model carrying a Spirit Lantern causes Terror. In addition, a model carrying a Spirit Lantern may re-roll any rolls To Wound of a natural 1 against enemy models that are 'Daemonic' or 'Undead'.
Arcane Items
This enchanted cloak grants its wearer exceptional magical strength and mastery over one of the Elemental Winds.
In addition to their randomly generated spells, the wearer of the Cloak of Po Mei knows all three spells from the Lore of Yin or the Lore of Yang (chosen by their controlling player). However, they can only cast a number of spells equal to their Level of Wizardry per turn.
Feng Shi Bo are elemental familiars summoned by Cathayan Wizards. Most often, these earthbound spirits guard their masters, protecting them from harm.
Any enemy model that directs its attacks against the owner of a Guardian Feng Shi Bo during the Combat phase suffers a -1 modifier to its rolls To Hit.
Some Wizards create Feng Shi Bo to aid them with their scholarly studies, tasking the spirits with remembering obscure lore.
The owner of a Learned Feng Shi Bo 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.