These magic items are unique to Ogre Kingdoms armies. These can be purchased by models within an Ogre Kingdoms army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook.
Magic Weapons
Chiselled from a foundation stone taken from the base of a skycastle and bound with meteoric iron, the weight of a collapsing castle explodes from the head of the Thundermace.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+2 | -2 | - |
Notes: Rather than attacking normally, the wielder of the Thundermace may choose to make a special 'Thunderstrike' attack. If they do, make a single roll To Hit. If this is successful, place a small (3") blast template so that its central hole is directly over the centre of the hit unit. Any enemy model whose base lies underneath the template risks being hit by this weapon.
The destructive power bound into the twin heads of this massive two-ended club is enough to shatter a boulder with one strike.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+2 | -3 | - |
This heavy, spiked metal gauntlet was once worn by Big Agi Skullplucker, who enjoyed nothing more than twisting his enemies' heads off with this nasty-looking, bloodstained glove.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | - | - |
This revolting, gore-encrusted weapon possesses a Vampiric energy, channelling the life force from its victims into its wielder.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | -1 | - |
Notes: Emissaries of the Great Maw only. If the wielder of the Bloodcleaver causes one or more unsaved wounds during the Combat phase, they recover a single lost Wound.
Magic Armour
The wearer of this polished gut-plate is reinvigorated by the life force of their defeated enemies.
The Gut Maw is a suit of heavy armour. In addition, for each unsaved wound the wearer causes during a Challenge, they recover a single lost Wound.
This massive suit of armour was forged by the Chaos Dwarfs in exchange for many captives.
The Mastodon Armour is a suit of full plate armour. In addition, its wearer has a 6+ Ward save against any wounds suffered.
Talismans
This dirt-encrusted and tarnished bauble barely resembles the fine Elven ornament it once was, but its protective powers still linger.
The Spangleshard gives its bearer a 4+ Ward save against any wounds suffered. However, if a natural 1 is rolled, the Spangleshard is destroyed and it cannot be used again.
Finely crafted Cathayan jet pendants are believed to protect against all forms of hostile magic.
A Cathayan Jet Pendant gives its bearer a 6+ Ward save against any wounds suffered that were caused by a Magic Missile, a Magical Vortex, or an Assailment spell.
Magic Standards
This tattered trophy of a vanquished dragon passes its former owner's legendary ferocity onto its bearers.
A unit carrying the Dragonhide Banner may re-roll any rolls To Hit of a natural 1. In addition, a unit carrying the Dragonhide Banner has the Flaming Attacks special rule.
Hung with stolen Dwarfen talismans, the Rune Maw roars its anger when it detects magic.
When an enemy Wizard chooses a unit carrying the Rune Maw 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.
The Cannibal Totem protects those who devour the strong in honour of the Great Maw.
A unit carrying the Cannibal Totem gains the Regeneration (5+) special rule, but rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6).
The Bull Standard lends the strength of a charging Rhinox to the Ogres that march beneath it.
A unit carrying the Bull Standard may re-roll any failed rolls To Wound when resolving Impact Hits .
Enchanted Items
Jade Lions are revered in Cathay for their bravery, and amulets carved into their likeness inspire great courage.
The bearer of the Jade Lion and their unit may re-roll any failed Fear, Panic, Rally or Terror test.
Daemonic beasts are hunted in the Warpstone Desert and bled into lead jars. This acidic ichor is used as warpaint, giving the wearer a truly terrifying appearance.
The bearer of Daemon-slayer Scars gains the Terror special rule.
Symbols of leadership snatched from the corpses of enemy commanders impress Ogres only briefly.
Single use. The bearer of a Fistful of Laurels and their unit may re-roll the 2D6 when making a Break test.
Arcane Items
Swinging the sickle of Grut the Bloodthirsty, a Butcher fuels their magic with the blood of their kin.
After making a Casting roll, the bearer of Grut's Sickle may use it to roll an additional D3 and add its result to their Casting roll. However, a single friendly model within 3" of the bearer immediately loses a single Wound.
Note that the result of this additional D3 cannot cause a miscast or a perfect invocation.
The culinary secrets contained within the Halfling Cookbook are a source of great power.
The bearer of the Halfling Cookbook increases their Command range, Dispel range and the range of a single spell chosen by their controlling player (not including range self spells) by 3".
Biting into the heart of a Chaos Spawn, the Ogre creates a vortex of magical anarchy.
Single use. During the Command sub-phase of their turn, the bearer of the Hellheart may consume it. When they do so, they immediately lose a single Wound. However, until your next Start of Turn sub-phase, if any enemy Wizard rolls any natural double when making a Casting roll, the spell is miscast.