These magic items are unique to Orc & Goblin Tribes armies. These can be purchased by models within an Orc & Goblin Tribes army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook.
Magic Weapons
Vague legend tells that this huge, beaten battleaxe once belonged to either Gork or Mork. How true this is, there is no way of knowing, but it certainly is a great tool for hitting things with!
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+2 | -2 | - |
Notes: If a natural 6 is rolled for the Extra Attacks (+D6) special rule, the Battleaxe of the Last Big Waaagh! loses the Extra Attacks (+D6) special rule at the end of the current Combat phase.
While Warbosses love having a big, choppy axe, there is nothing they love more than a bigger, choppier axe!
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+2 | -2 | - |
Warboss Martog the Mauler was renowned for his vast collection of 'legitimately acquired' weapons. The most prized of which was a massive Dwarfen hammer, covered with intricately carved runes and (since Martog's acquisition of the weapon) plenty of Dwarfen blood.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+1 | -2 | - |
Notes: The wielder of this weapon has a +1 modifier to its Weapon Skill and Initiative characteristics.
Most of the many spears wielded by Porko and his famous Boar Boyz lie shattered across a thousand battlefields. But this particular spear is special, having never broken nor lost its perfect point.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+1 | -1 | - |
Notes: Models whose troop type is cavalry, monster or chariot only. This weapon's Strength and Armour Piercing modifiers apply only during the first round of combat. In addition, during a turn in which the wielder charged, Porko's Pigstikka grants them +1 Attack for each rank the enemy unit has.
This broad, heavy bladed choppa boasts a wickedly sharp cutting edge. What's more, no amount of relentless chopping through armour and hacking through bone ever seems to dull it.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+1 | -3 | - |
In battle, this weapon seems to writhe in the hands of its wielder, seeking out the enemy's most vulnerable spots.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+1 | - | - |
Notes: The wielder of Da Akrit Axe may re-roll any failed rolls To Hit made whilst using it. However, this weapon's Strength modifier only applies during the first round of combat.
Being bigger and meaner than most, Orcs are happy to fight anyone, anywhere. Goblins on the other hand, are far happier sticking the pointy end of their blades into their foe's back.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+1 | -1 | - |
Notes: Goblin Bosses and Night Goblin Bosses only. If the wielder of this weapon is engaged with an enemy's flank arc, it may re-roll any failed rolls To Wound. If the wielder of this weapon is engaged with an enemy's rear arc, it may re-roll any failed rolls To Hit and To Wound.
The rebellious Goblin known as Wollopa wielded a wondrous weapon. Yet what he is most remembered for is his turn of speed, being able to easily outpace even the most irate of Orcs.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | 10 | -3 | - |
Notes: Goblin and Night Goblin Bosses only. Single use. Once per game, during the first round of combat, the wielder of this weapon can use it with this profile. At all other times, this weapon counts as a hand weapon with the Magical Attacks special rule.
Magic Armour
Foul smelling and uncomfortable, Trollhide Trousers possess remarkable regenerative properties.
May be worn with other armour. The wearer of the Trollhide Trousers improves their armour value by 1 (to a maximum of 2+). In addition, their wearer has the Regeneration (5+) special rule.
This battle-scarred armour is made up of thick armour plates capable of turning aside the most telling of blows.
Black Orc Bosses and Orc Bosses whose troop type is infantry, cavalry or chariot only. The Dead 'Ard Armour is a suit of full plate armour. In addition, its wearer improves their Toughness characteristic by 1.
This old and battered armour offers powerful protection against magic.
The Armour of Mork is a suit of heavy armour. In addition, its wearer has Magic Resistance (-2).
Possessed by an angry spirit and adorned with an enchanted maw filled with razor-sharp teeth, this shield snaps and snarls at unwary opponents.
The Spiteful Shield is a shield. In addition, any enemy model that rolls a natural 1 when making a roll To Hit or To Wound against the wielder of the Spiteful Shield during the Combat phase immediately suffers a Strength 4 hit with an AP of -.
Talismans
Disappointingly, this arcane gem has never helped find a single sparkly Wizard, though it does shine brightly when used to beat one to a bloody pulp!
The bearer of the Sparkly Wizard Finda has the Magic Resistance (-2) and Hatred (enemy Wizards) special rules.
Be it a string of lucky escapes, arcane enchantment, or perhaps the divine intervention of the cunning (yet brutal) Mork, this small trinket seems to keep the wearer out of danger.
Any model that directs its attacks against the bearer of the Effigy of Mork during the Combat phase suffers a -1 modifier to its rolls To Hit.
This unimposing green amulet glows ever brighter as it absorbs magic. Sooner or later it is going to explode!
If the bearer (and any unit they have joined) is the target of an enemy spell, they may use the Glowy Green Amulet instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 2+, the spell is dispelled. However, if a 1 is rolled, the Glowy Green Amulet explodes. The amulet is destroyed and cannot be used again, and its bearer loses a single Wound.
Note that the Glowy Green Amulet cannot be used against a perfect invocation.
Zorga was a respected War Boar wrangler. When his magical collar was stolen, he became a snack for his porcine pets.
Any enemy 'beast of burden' that directs its attacks against the wearer of the Collar of Zorga or their unit during the Combat phase suffers a -1 modifier to its rolls To Hit. For the purposes of this rule, a beast of burden is the mount of any model whose troop type is cavalry, the beast(s) that draw any model whose troop type is chariot, and the mount of any mounted character whose troop type is monster.
Magic Standards
This tattered banner belonged to the great hero, Rowdy Porker, whose spirit imbues it to this day.
A unit carrying the Big Red Raggedy Flag has a +1 modifier to its Weapon Skill characteristic (to a maximum of 10). In addition, when calculating its combat result, the unit may claim an additional bonus of +1 combat result point.
Blessed by an Orc Shaman, this banner fills those that march under it with a great sense of urgency.
A unit carrying the Waaagh! Banner increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
Those who fight under Da Angry Ladz Flag hurl themselves at the enemy with careless abandon.
A unit carrying Da Angry Ladz Flag gains the Frenzy special rule.
This rough-hewn totem has absorbed a great amount of primal Orc fury.
All models in a unit carrying Da Banner of Butchery have a +1 modifier to their Strength characteristic during a turn in which they charge.
Created by the Forest Goblins of the Rootgrubba tribe, this unsettling banner depicts their fearsome arachnid god, whom the tribe reveres alongside Gork and Mork.
A unit carrying Da Spider Banner gains the Poisoned Attacks special rule. If the unit already has the Poisoned Attacks special rule, then their attacks will wound automatically on a roll of a natural 5 or 6 To Hit, rather than the usual 6.
Though their Waaagh! takes them the length and breath of the known world, those who carry this banner seldom seem to tire and are constantly on the move.
When a unit carrying Da Banner of Da Nomadz makes a Charge, Flee or Pursuit roll, it may re-roll any dice that roll a natural 1, before discarding any dice that are required to be discarded.
The multitude of natural elements used in the construction of this ramshackle standard seem to possess some minor magical enchantment, allowing those who carry it to traverse through foetid swamps, dense forests and rocky slopes without pause.
A unit carrying the Banner of the Wildz gains the Move Through Cover special rule.
The banner of Guff's Garrison eternally flutters in an inexplicable breeze. Those that fight in its shadow display remarkable intestinal fortitude.
A unit carrying the Guff's Windy Banner may re-roll any failed Panic test.
Enchanted Items
Orcs and Goblins are easily impressed, and this ornate helmet is particularly impressive. What's more, the Boss insists that wearing it makes them braver and cleverer, which must be true.
During the Command sub-phase of their turn, a character wearing the Big Boss 'At that is not engaged in combat may treat their comrades to some inspiring words by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Unbreakable special rule.
Plucked from the jaws of enemies and fashioned into crude jewellery, the teef that hang from this necklace have been blessed by Mork (or possibly Gork) to protect the wearer as they thunder into battle.
The bearer of the Necklace of Blessed Teef may re-roll any Armour Save roll, Ward Save roll or Regeneration Save roll of a natural 1.
Covered in the decaying scalps and flayed skulls of conquered enemies, this totem is a foul reminder of the fate that awaits those who fall to the boss' blade.
Black Orc Bosses, Orc Bosses, Goblin Bosses and Night Goblin Bosses only. All enemy units within 6" of the bearer of the Grisly Trophy Rack suffer a -1 modifier to their Leadership characteristic (to a minimum of 2).
With the overpowering need to bash skulls removed from their mind, the wearer might now think twice about charging headlong into an Empire artillery battery!
The wearer of Da Thinkin' Orc's 'At improves their Initiative characteristic by 1. In addition, the wearer and any unit they have joined is not subject to the Impetuous special rule.
'Eadbuttin' contests are popular in Orc culture. Especially cunning (or brutal) participants employ magical means to improve their odds.
An 'Eadbuttin' 'At gives its wearer the Impact Hits (1) special rule. This Impact Hit has an Armour Piercing characteristic of -2.
Night Goblins cultivate many strange fungi, the most potent of which are fermented into mind-altering wines.
Night Goblin characters only. Single use. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Fungus Wine to a unit they have joined by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of Turn sub-phase this character and any unit they have joined gains the Immune To Psychology special rule.
Arcane Items
Once carried by the famous Orc Shaman Baduumm, this charred wooden staff still contains large reserves of the raw Waaagh! power that evaporated its namesake.
The bearer of the Staff of Baduumm applies a +D3 modifier to the result of any Casting roll they make. However, if they roll a natural double 1 or double 6 when making a Casting roll, centre a 5" blast template over the bearer. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -1. The staff is then destroyed and cannot be used again.
Note that this item's effects are in addition to the effects of rolling a natural double 1 or double 6 when making a Casting roll.
Supposedly made from the shards of a shattered magic mirror, these gaudy gems hung from a Shaman's staff will sometimes reflect hostile magic back upon its caster.
If the bearer (or their unit) is the target of an enemy spell, they may use the Glittering Wotnots instead of making a Wizardly dispel attempt. Roll a D6. On a roll of 1-3, the Glittering Wotnots have no effect and the spell is cast as normal. On a roll of 4+, the spell is reflected back upon the caster and they (and their unit) become the target of the spell. The caster may make a Wizardly dispel attempt.
Before heading into a scrap, Orc and Goblin Shamans will craft small idols of Gork, the most brutal (but cunning) of deities to aid them in crumpin' their enemies and disrupting their magic.
The bearer of the Idol of Gork increases the range of all of their spells by 3". Additionally, once per turn, the bearer of the Idol of Gork may re-roll a Casting roll.
The famed Great Shaman Buzgob once attempted to channel so much Waaagh! magic that he vanished in a flash of light, leaving behind only his staff and sticky green mist.
Once per turn, the bearer of the Buzgob's Knobbly Staff may re-roll a Casting roll.
On the eve of battle, Orc and Goblin Shamans often craft small idols of Mork, hoping that the most cunning (but brutal) of deities will watch over them.
The bearer of the Idol of Mork increases their Dispel range by 3". Additionally, once per turn, when attempting a Wizardly dispel, the bearer of the Idol of Mork may re-roll the Dispel roll.
Few are sure on exactly what goes into the foetid drink, but its effect is undeniable, imbuing the drinker with the ability to harness the dank magic of the Troll Hags.
Orc Shamans, Goblin Shamans and Night Goblin Shamans only. In addition to the Lores of Magic they may normally know spells from, the bearer of Da Hag's Brew may know spells from the Lore of Troll Magic.