Source: Warhammer: The Old World Online Rules Index

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

Magic Weapons

Daemonsword(Magic Weapon)75 points

This most deadly of blades is a prison for the essence of a powerful but treacherous Daemon. For all the might it grants its wielder, the Daemon within endlessly strives to be set free.

RangeStrengthArmour PiercingSpecial Rules
CombatS+D3-2-

Notes: Every roll of a natural 1 made when rolling To Hit with this weapon results in a hit which must be resolved against the unit the wielder has joined, rather than the enemy. If the wielder has not joined a unit, this hit must be resolved against the wielder.

Chaos Runesword(Magic Weapon)45 points

This evil blade was forged from black gromril by the thrice-cursed Dwarf Runesmith Grugni Ironheart, a secret pawn of the Chaos gods.

RangeStrengthArmour PiercingSpecial Rules
CombatS+1-1-

Notes: The wielder of the Chaos Runesword has a +1 modifier to their Weapon Skill and Initiative characteristics.

Filth Mace(Magic Weapon)40 points

This heavy-headed and rust-encrusted mace endlessly oozes a necrotic slime which can sap the strength and vitality of the strongest warriors, causing even minor wounds to become debilitating.

RangeStrengthArmour PiercingSpecial Rules
CombatS+1-1-

Notes: Any enemy model that suffers one or more unsaved wounds from the Filth Mace must immediately make a Toughness test. If this test is failed, the wounded model suffers a -1 modifier to its Toughness characteristic (to a minimum of 1) until the end of the turn.

Spellthieving Sword(Magic Weapon)20 points

Forged of magically resistant ores and carved with dire runes of spell warding, the Spellthieving Sword burns and blinds its victims, robbing them of their mage sight.

RangeStrengthArmour PiercingSpecial Rules
CombatS-1-

Notes: Any enemy Wizard that suffers one or more unsaved wounds from the Spellthieving Sword immediately forgets a single spell (determined at random) for the remainder of the game.

Magic Armour

Armour of the Damned(Magic Armour)70 points

This ornate suit of Chaos armour shimmers with the eldritch energies of the Chaos Wastes, distorting the wearer's outline and clouding the minds of their foes.

The Armour of the Damned is a suit of full plate armour. In addition, during the Combat phase, enemy models must reroll successful rolls To Hit made against the wearer.

Crimson Armour of Dargan(Magic Armour)40 points

The rich crimson metal of this armour flares into a storm of bloodcoloured light when its wearer wills it, dazzling those who would strike a mortal blow.

Models whose troop type is infantry or cavalry only. The Crimson Armour of Dargan is a suit of heavy armour. In addition, the wearer is immune to the Multiple Wounds (X) special rule. If the wearer suffers an unsaved wound from an attack with this special rule, they lose a single Wound.

Talismans

The warrior's helmet is crafted into a magnificent crown of spikes and horns which radiate invigorating dark power.

The wearer of the Crown of Everlasting Conquest gains the Regeneration (5+) special rule.

Brazen Collar*(Talisman)20 points

Champions are sometimes gifted with heavy, rune-etched brass collars. Worn around the neck, these marks of favour are potent wards against magic.

Magic Standards

Banner of the Gods(Magic Standard)75 points

Forged in the red-lit depths of Zharr-Naggrund, the Banner of the Gods induces dread in the enemy and unshakeable courage in the servants of Chaos.

A unit carrying the Banner of the Gods ignores all negative modifiers to its Leadership characteristic.

Doom Totem(Magic Standard)65 points

A collection of ragged skins strung over a framework of bone, the Doom Totem exudes a potent magic that demoralises and appals all who look upon it.

All enemy units that can draw a line of sight to the model carrying the Doom Totem suffer a -1 modifier to their Leadership characteristic.

Blasted Standard(Magic Standard)40 points

The Blasted Standard burns with coruscating magical flames that explode outward to consume any missile that comes near it.

A unit carrying the Blasted Standard may re-roll any rolls of a natural 1 when making an Armour Save roll against wounds suffered during the Shooting phase.

Banner of Rage(Magic Standard)35 points

Sewn from strings of congealed gore, this banner radiates a bloodlust so strong that those beneath it are goaded into a state of permanent rage.

A unit carrying the Banner of Rage gains the Frenzy special rule. However, unlike other Frenzied units, this unit cannot lose this special rule.

Enchanted Items

Pendant of Damnation(Enchanted Item)30 points

This pendant burrows deep into the owner's chest and nestles beside their heart, filling them with vitality even as their mortal form inches towards damnation.

Models whose troop type is infantry or cavalry only. The bearer of the Pendant of Damnation gains a +1 modifier to their Attacks characteristic for every Wound they lose.

Helm of Many Eyes(Enchanted Item)20 points

This ornate full face helm has no eyeholes, but is covered with magical eyes that, it is said, can see into the souls and minds of men.

The Helm of Many Eyes gives its wearer (but not their mount) the Strike First special rule. However, due to the confusing images the helm conjures up, its wearer is also subject to the Stupidity special rule.

Favour of the Gods*(Enchanted Item)5 points

The Champion bears an obsidian pendant that marks them as having truly earned the favour of the Dark Gods.

Arcane Items

Skull of Katam(Arcane Item)60 points

The polished skull of the daemonologist Katam constantly whispers its dark secrets into the mind of any Wizard nearby.

The bearer of the Skull of Katam and any other Wizard within 3" (friend or foe) may apply a +1 modifier to any Casting roll they make.

Note that this is a modifier to the result of a roll – it does not negate a roll of a natural double 1.

Infernal Puppet(Arcane Item)50 points

Twisting and jerking upon its strings, this eldritch homunculus draws the Winds of Magic into itself, causing them to flow with strange currents that confound the wits of its master's rivals.

Unless the owner of the Infernal Puppet is fleeing or engaged in combat, they may use it whenever an enemy Wizard that is within 24" of them makes a Casting roll. If they do so, the enemy Wizard must roll an extra D6 and discard the highest result.

Spell Familiar*(Arcane Item)15 points

A spell familiar memorises a spell on its master's behalf, constantly rehearsing for its big moment until it is called upon to share its arcane knowledge.

0-1 per Wizard. The owner of a Spell Familiar knows one more spell (chosen in the usual way) than is normal for their Level of Wizardry.

Note that this does not increase the Wizard's Level.

*Extremely Common

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