These magic items are unique to Empire of Man armies. These can be purchased by models within an Empire of Man army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook.
Magic Weapons
At the dawn of the Empire, a dozen magical blades were forged for Sigmar's chieftains. Those that survive are treasured artefacts, potent symbols of the status and authority of their wielders.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | -2 | - |
Notes: When making a roll To Wound for a hit caused with a Runefang, a roll of 2+ is always a success, regardless of the target's Toughness.
This mace was used in battle by the first Grand Theogonist, Johann Helsturm. It is said that Helsturm's faith in Sigmar was strong enough to shatter the walls of a castle.
Single-Handed:
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | - | - |
Double-Handed:
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | 10 | -5 | - |
Notes: The Mace of Helsturm has two profiles. You must choose which the wielder will use at the start of each round of a combat. If used double-handed, the wielder may make only one attack, regardless of their Attacks characteristic.
This mighty hammer not only crushes flesh and bone but shatters evil with each swing.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+2 | -2 | - |
Notes: Models hit by the Hammer of Righteousness must make a Leadership test for each hit suffered. If the test is failed, the hit wounds automatically and no Armour save is allowed (Regeneration and Ward saves may be taken as normal). If the test is passed, rolls To Wound and Armour saves are made as normal.
The Sword of Justice is an ancient weapon studded with Dwarf runes of vengeance and retribution that bestow the power of unswerving accuracy and deadly retribution upon it.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | -1 | - |
Notes: The wielder of the Sword of Justice may re-roll any failed rolls To Wound.
Forged from burnished steel that glitters in the sunlight, the wielder of these lightweight daggers strikes with deadly speed and precision.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | -1 | - |
Notes: The wielder of the Pearl Daggers may re-roll any failed rolls To Hit during the Combat phase.
Those who wield this blessed weapon will hunt the dead and the damned with unmatched zeal.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+1 | -1 | - |
Notes: The Blade of Silvered Steel may only be taken by a model in a Knightly Order Army of Infamy. Undead models cannot make Armour or Regeneration saves against a wound caused by this weapon.
A relic from the ancient Elven colonies of the Old World, this wondrously crafted bow enables the wielder to outshoot the finest archers in the Empire.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
36" | 6 | -2 | - |
Notes: Commanders of the Empire only.
This huge weapon shoots large calibre rounds capable of shattering a Troll's skull with a single shot.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
36" | 5 | -2 | - |
Notes: Von Trickshotte's Wondrous Arquebus may only be taken by a model in a City-state of Nuln Army of Infamy. The wielder of this weapon does not suffer the usual -1 modifier for shooting at long range.
Magic Armour
Engraved with runes of luck and providence, the Armour of Fortune turns aside fatal blows harmlessly.
The Armour of Fortune is a suit of heavy armour. In addition, its wearer has a 6+ Ward save against any wounds suffered and is immune to the Killing Blow special rule. If the wearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
This burnished shield harnesses the petrifying power of the monstrous gorgons that inhabit the deserts of Araby.
The Shield of the Gorgon is a shield that may only be taken by a model in a Knightly Order Army of Infamy. In addition, whilst in base contact with the bearer, enemy models suffer a -1 modifier to their Attacks characteristic (to a minimum of 1).
This cunning armour was crafted to the specifications of the warrior-Wizard von Tarnus.
The Armour of Tarnus is a suit of light armour which may be purchased and worn by an Imperial Wizard, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
Enchanted with magic and blessed by righteous hands, this armour stands as an example of what a unified Empire can achieve.
The Twice-blessed Armour is a suit of full plate armour. In addition, the wearer may cast the Hammerhand spell from the Lore of Battle Magic as a Bound spell with a Power Level of 2.
Talismans
Blessed by Ar-Ulric, the magics within this fine cloak protect the wearer from the hottest flame.
The wearer of the White Cloak has a 5+ Ward save against any wounds suffered, and a 3+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.
Potent jade talismans are given in thanks for services performed on behalf of the Cult of Sigmar.
The bearer is immune to the Killing Blow special rule. If the bearer is struck a Killing Blow, they are permitted armour and Regeneration saves as normal. If the wound is unsaved, they lose a single Wound.
The hunters of witches have long carried blessed trinkets to shield them from the evils they stalk.
A model that bears a Witch Hunter's Ward has the Magic Resistance (-2) special rule. In addition, once per game, the bearer of a Witch Hunter's Ward can re-roll a single failed Armour Save roll.
As the sand tumbles through the hourglass, the decapitating strikes and snapping jaws of monstrous beasts become sluggish and slow.
Enemy models whose troop type is monster suffer a -1 modifier to their Weapon Skill characteristic whilst in base contact with the bearer of the Slayer's Hourglass.
Magic Standards
The honour of bearing the heirloom banner of the Knights Panther into battle is known to only a few courageous individuals.
Battle Standard Bearer belonging to the Order of the Knights Panther only. A unit carrying the Banner of the Knights Panther gains the Unbreakable special rule.
This fine silken standard is a proud reminder of a time when the Empire was unified as one.
All friendly units within the Command range of the model carrying the Imperial Banner roll 3D6 when making a Fear, Panic or Terror test and discard the highest result.
A unit flying the Griffon Standard resolutely stands its ground, and few foes can break them.
When determining your combat result, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1.
Depicting Sigmar's heroic victories, this standard inspires others to meet the enemies of the Empire with weapons in-hand.
A unit carrying the Tapestry of Sigmar's Triumph may re-roll any rolls To Wound of a natural 1 during the first round of a combat.
The spine-chilling influence of the god of death can be felt most keenly around this macabre totem.
A unit carrying the Icon of Morr gains the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule.
The City-state of Nuin has no stake in the War of the Three Emperors, instead taking pride in the prosperity of their great city.
The Banner of the Free State of Nuln may only be taken by a model in a City-state of Nuln Army of Infamy. A unit carrying the Banner of the Free State of Nuln gains the Stubborn special rule.
Shining with an inner radiance, the Gleaming Pennant offers hope to those that march beneath it.
Single use. A unit carrying the Gleaming Pennant may re-roll a single failed Leadership test.
Note that a Break test is not a Leadership test.
This venerable banner steels the hearts of despairing warriors, renewing their will to fight on.
A unit carrying the Banner of Duty may re-roll any failed Rally test.
Enchanted Items
Celebrated heroes of the Empire are decorated with golden laurels which magnify their fearsome reputation in the eyes of their enemies.
When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory (but not their mount) is worth 2 combat result points, rather than the usual 1.
Popularised by its namesake, this pocket-sized spyglass allows the bearer to more easily target distant enemies on the battlefield.
A Squintsoffen's Marvellous Magnifier may only be taken by models in a City-state of Nuln Army of Infamy. The bearer of a Magnifier and any unit they have joined does not suffer the usual -1 To Hit modifier when shooting at Long Range.
Though soldiers are encouraged not to be superstitious or carry lucky charms, even experienced commanders know not to tempt fate.
Single use. The bearer of the Ring of Fortune can re-roll any failed rolls To Wound made during the Combat phase.
By evoking the name of Taal, the primordial god of the wilderness, the wearer shields themselves in nature's grasp.
Single use. The bearer of the Ring of Taal may cast the Oaken Shield spell from the Lore of Battle Magic as a Bound spell with a Power Level of 3.
The triumphant call of this elegant hunting horn lends speed to the hooves of even the weariest steed.
Characters with the Swiftstride special rule only. The bearer of the Silver Horn (and any unit they have joined) may re-roll the D6 when using the Swiftstride special rule.
This strange device resembles a market trader's awning. When unfurled, the Shroud of Iron protects its bearer from harm falling from on high.
The bearer of the Shroud of Iron (and any unit they have joined) has a 6+ Ward save against any wounds suffered that were caused by a non-magical template.
Arcane Items
Written by an Elven Mage, this comprehensive book of magic is a priceless text for those that practice the art of magic... unless this copy is a poorly proofread and badly edited reproduction, that is.
The bearer of the Book of Ashur increases their Dispel range by 3" and, unless they roll any natural double, may apply a +1 modifier to any of their Casting or Dispel rolls. However, if the bearer rolls any natural double when making a Casting or Dispel roll, the book has proven to be a poor reproduction, full of glaring errors, and the +1 modifier cannot be applied to that roll.
Though its origin is unknown, this impractical wand allows its bearer to unleash a torrent of magical force.
Once per turn, the bearer of the Twin-tailed Wand may attempt to cast one of their spells a second time. However, should they miscast a spell, the bearer is overwhelmed by the Winds of Magic and, instead of rolling on the Miscast table, suffers D3 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).
Many Wizards keep familiars, supernatural creatures that aid them in their arcane studies. Often, this aid is apparent in the ease with which the Wizard dispels the conjurations of their enemies.
0-1 per Wizard. The owner of a Wizard's Familiar may apply a +1 modifier to any of their Dispel rolls.
Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.
As Wizards are often left to pursue their own paths to power, many end up perusing texts unfit for mortal minds.
The bearer of the Tome of Midnight may apply a +1 modifier to any of their Casting rolls when attempting to cast spells from the Lore of Daemonology, Dark Magic or Necromancy. In addition, they know one more spell (chosen in the usual way) than is normal for their Level of Wizardry. However, the bearer can only cast a number of spells equal to their Level of Wizardry per turn and is subject to the Loner special rule.
Wizards who serve at court often rely upon reading portents and divining the future in order to best advise their masters.
Once per turn, you may make your opponent re-roll a single roll To Hit or To Wound made against a friendly character model that is within the Command range of the bearer of the Crystal Ball.
Throughout the Old World, Wizards carry ensorcelled staffs through which they can channel and direct their powers.
0-1 per Wizard. The bearer of the Wizard's Staff gains a +1 modifier to their Casting roll when attempting to cast an Assailment spell or a Magic Missile.