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.
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.
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.
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 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.
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.
Magic Standards
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.
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.
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.
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.
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.