Source: Warhammer: The Old World Online Rules Index

Skaven Magic Items
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These magic items are unique to Skaven armies. These can be purchased by models within a Skaven army in exactly the same way as Common magic items, as described in the Warhammer: the Old World rulebook.

Magic Weapons

The Fellblade(Magic Weapon)100 points

This most terrible of weapons was forged to slay Nagash himself. No foe can stand before it and even the wielder must eventually succumb to its baleful effects.

RangeStrengthArmour PiercingSpecial Rules
CombatS+3N/A-

Notes: Characters whose Troop Type is infantry only. No armour, Ward or Regeneration saves are permitted against wounds caused by this weapon. However, during the Command sub-phase of their turn, the wielder of the Fellblade must roll a D3. On a roll of 1, they lose a single Wound.

Weeping Blade(Magic Weapon)50 points

This weapon weeps a venom so corrosive it can melt through armour with ease to deeply pierce and poison the flesh beneath.

RangeStrengthArmour PiercingSpecial Rules
CombatS-2-

Blade of Nurglitch(Magic Weapon)35 points

Blessed by the Plaguelord of Clan Pestilens, even a scratch from this filth-encrusted weapon can turn into instant infection.

RangeStrengthArmour PiercingSpecial Rules
CombatS+1--

Notes: Any enemy model that suffers one or more unsaved wounds from the Blade of Nurglitch must immediately make a Toughness test. If this test is failed, they suffer a -1 modifier to their Toughness characteristic (to a minimum of 1) for the remainder of the game.

Death Globe*(Magic Weapon)25 points

Warlock Engineers often carry much improved and far more deadly versions of the globes wielded by Poisoned Wind Globadiers.

RangeStrengthArmour PiercingSpecial Rules
9"N/AN/A-

Notes: Single use. A model armed with a Death Globe must target a specific model within its target unit, such as a champion or a character. Make a roll To Hit as normal. If successful, centre a small (3") blast template over the target model. Any model whose base lies underneath the template must make an Initiative test. If this test is failed, they lose a single Wound.

*Extremely Common

Magic Armour

Warpstone Armour*(Magic Armour)25 points

Cunningly wrought of warpstone-infused iron, this heavy suit of armour protects without stifling the Winds of Magic.

The Warpstone Armour is a suit of heavy armour which may be purchased and worn by a Wizard, even if they do not have the option to be equipped with armour, a shield or barding, without penalty.

*Extremely Common

Cautious Shield(Magic Armour)20 points

This large, magical shield emphasises an already prominent trait of Skaven nature.

The Cautious Shield is a shield. In addition, its bearer may choose to wield it with two hands when their combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase. If they do, until the end of this Combat phase it improves its armour save by 3, but their Attacks characteristic is reduced to 0.

Talismans

Shadow Magnet(Talisman)40 points

Warpstone-contaminated veins of ore can absorb light and cast an aura of deep, shadowy darkness.

Any enemy model that targets the bearer of the Shadow Magnet or any unit they have joined during the Shooting phase suffers an additional -1 To Hit modifier.

Warpstone Amulet(Talisman)35 points

The Warpstone Amulet radiates disharmony and confusion, so that anyone who attacks its bearer becomes dazed and bewildered.

The Warpstone Amulet gives its bearer a 4+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.

Magic Standards

Storm Banner(Magic Standard)65 points

This ancient banner possesses the power to wrack the sky with storms and tear the heavens apart with its fury.

Single use. A unit carrying the Storm Banner 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 and all enemy shooting suffers an additional -1 To Hit modifier.

Grand Banner of Superiority(Magic Standard)50 points

This ragged shroud, emblazoned with clan signs, proclaims the superiority of the Warlord Clans.

When calculating its combat result, a unit carrying the Grand Banner of Superiority may claim an additional bonus of +D3 combat result points.

Dwarf Hide Banner(Magic Standard)40 points

Made from the tanned hides and shorn beards of vanquished Dwarfs, this banner fills the Skaven with the courage to face their ancient enemies.

Banner of Verminous Scurrying(Magic Standard)35 points

A great, skittering urgency fills those that scurry beneath this tattered banner.

A unit carrying the Banner of Verminous Scurrying gains the Swiftstride special rule.

Enchanted Items

Brass Orb(Enchanted Item)50 points

This fist-sized orb of whirling cogs is capable of opening a crack into the twisting Realm of Chaos.

Single use. Instead of attacking normally during the Combat phase, the bearer of the Brass Orb can toss it at a specific model within a unit they are engaged in combat with, such as a champion or a character. Make a single roll To Hit. If successful, the target model must make an Initiative test. If this test is failed, the target model is removed from play as a casualty.

Skalm(Enchanted Item)35 points

This rare healing balm is smeared on wounds and is even rumoured to prolong a Skaven's life.

Single use. During the Command sub-phase of their turn, the bearer of Skalm can use it. The model immediately recovers a single lost Wound and, until your next Start of Turn sub-phase, has a +1 modifier to their Toughness characteristic.

Skavenbrew*(Enchanted Item)20 points

Brewed from warpstone and blood, Skavenbrew drives humble Skaven into a fighting frenzy.

Single use. Skaven Warlords and Skaven Chieftains only. During the Command sub-phase of their turn, if they are not engaged in combat, this character may attempt to distribute Skavenbrew 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 Frenzy special rule.

*Extremely Common

Arcane Items

Warp Condenser(Arcane Item)50 points

This rune-inscribed power pack is covered with copper coil wiring, flywheels, and enchanted mechanisms to draw extra energy from the fickle Winds of Magic.

The bearer of the Warp Condenser increases their Dispel range by 3". Additionally, when attempting to cast a Magic Missile spell, the bearer of the Warp Condenser gains a +1 modifier to their Casting roll. Finally, should they miscast a spell, the bearer of the Warp Condenser can re-roll the result rolled on the Miscast table.

Storm Daemon(Arcane Item)30 points

Created by the Warlock Engineers of Clan Skryre, this warpstone-powered device crackles with barely contained power.

This model can cast the following Bound spell, with a Power Level of 1:

Type

Magic Missile

Casting Value

8+

Range

18"

The target enemy unit suffers D3+1 Strength 5 hits, each with an AP of -2.

Warpstone Tokens*(Arcane Item)15 points

Pieces of refined warpstone are consumed by power-hungry Skaven Wizards.

A Wizard may purchase up to three Warpstone Tokens, each of which is single use. Before making a Casting roll, a Wizard may choose to consume a single Warpstone Token. For each Token consumed, they may roll an additional D3 and add its result to their Casting roll. However, for each natural 1 that is rolled, the Wizard loses a single Wound.

*Extremely Common