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+D3-2Extra Attacks (+D3)Magical AttacksStrike First

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.

Obsidian Dread-Glaive(Magic Weapon)55 points

This cruel weapon has been used to sever heads and limbs in the hands of the Dark Gods' most dangerous champions.

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+1-1Magical Attacks

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+1-1Magical Attacks

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.

Dagger of the Dark Pantheon(Magic Weapon)35 points

By drawing on the lifeforce of those slain with this wicked weapon, its wielder is able to channel the Winds of Magic far more recklessly.

RangeStrengthArmour PiercingSpecial Rules
CombatS-2Magical Attacks

Notes: For each Wound an enemy unit loses as a result of an attack made with the Dagger of the Dark Pantheon, its wielder may apply a +1 modifier to their next Casting or Dispel roll.

Chieftain's Blade(Magic Weapon)30 points

The title of Chieftain is earned and kept through triumph in single combat, not by birthright.

RangeStrengthArmour PiercingSpecial Rules
CombatS+1-1Armour Bane (1)Magical Attacks

Notes: The Chieftain's Blade may only be taken by a model in a Wolves of the Sea of Infamy. Whilst engaged in a challenge, the wielder has a +1 modifier to their rolls To Hit.

Taskmaster's Scourge(Magic Weapon)25 points

This devilish weapon is covered in barbed spines, whose bite drives the followers of Chaos into battle.

RangeStrengthArmour PiercingSpecial Rules
CombatS-1Extra Attacks (+1)Magical Attacks

Notes: Models whose troop type is infantry only. During the Command sub-phase of their turn, the wielder of the Taskmaster's Scourge may attempt to urge those around them into battle with a lash of their whip by making a Leadership test (using their own Leadership). If the test is passed, until your next Start of Turn sub-phase, this character and any unit they have joined gain a +D3 modifier to their Movement characteristic (to a maximum of 10).

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-1Magical Attacks

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.

Daemonic Platemail(Magic Armour)50 points

This infernal armour writhes with the leering and screeching faces of the daemonic spirits that infest it.

Models whose troop type is infantry or cavalry only. The Daemonic Platemail is a suit of full plate armour. In addition, its wearer improves their Toughness and Initiative characteristics by 1.

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.

Mighty Serpent's Scalemail(Magic Armour)40 points

A dark enchantment wrought in the name of the Serpent has been placed upon the glittering scales of this armour.

The Mighty Serpent's Scalemail may only be taken by models in a Wolves of the Sea of Infamy. Mighty Serpent's Scalemail is a suit of heavy armour. In addition, its wearer gains the Strike First special rule.

Talismans

Talisman of the Carrion Crow(Talisman)45 points

The magical wards that venerate the Crow blesses the wearer with otherworldly resilience and empowers their strikes with deadly poisons.

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.

Those who wear the mark of the Eagle find the potency of their opponents' magic wane in their presence.

The bearer of the Talisman of the Soaring Eagle has the Magic Resistance (-2) special rule. In addition, the bearer has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Magical Attacks 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.

Banner of the Dark Powers(Magic Standard)50 points

Pulsing with iridescent light, this banner shields those who march beneath it from all but the most potent magic.

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.

Banner of the Baying Hound(Magic Standard)25 points

Those who carry the banner of the Baying Hound race towards their foes, eager to shed the blood of their enemy.

The Banner of the Baying Hound may only be taken by a model in a Heralds of Darkness Army of Infamy. A unit carrying the Banner of the Baying Hound gains the Vanguard special rule.

Sea Raider's Crest(Magic Standard)25 points

The flags flown by notorious raiders strike fear into the hearts of those who eke out an existence by the sea.

The Sea Raider's Crest may only be taken by a model in a Wolves of the Sea Army of Infamy. A unit carrying the Sea Raider's Crest gains the Fear special rule. If the unit already has the Fear special rule, it gains the Terror special rule.

Icon of Darkness(Magic Standard)20 points

This accursed icon is cloaked in endless shadow, the darkness shielding those who bear it from view as they march.

Any enemy model that targets a unit carrying the Icon of Darkness during the Shooting phase suffers an additional -1 To Hit modifier.

Enchanted Items

Bloodskull Pendant(Enchanted Item)45 points

Filled with the blood of a Daemon Prince of Khorne, this accursed amulet turns the wearer into a maelstrom of violence.

Models whose troop type is infantry only. Instead of attacking normally, the bearer of the Bloodskull Pendant may choose to inflict a single Strength 8 hit on every enemy model it is in base contact with, each with an AP of -1. These hits have the Killing Blow special rule.

Rod of the Damned(Enchanted Item)40 points

Forged in the depths of the Realm of Chaos, this infernal rod sunders those who resist the will of Chaos.

Daemon-Forged Barding(Enchanted Item)35 points

The wicked, hell-forged blades that cover this barding slice and maim the enemy as the rider crashes through their ranks.

Daemon-forged barding may only be taken by a model whose troop type is cavalry in a Heralds of Darkness Army of Infamy. On a turn in which the bearer charged, their mount and all mounts in any unit they have joined have a +1 modifier to their Attacks characteristics.

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.

Sceptre of Power(Arcane Item)55 points

Those who have carried the Sceptre have enjoyed the thrill of limitless power, but each of them paid a heavy price for the privilege.

The bearer of the Sceptre of Power may apply a + 1 modifier to any of their Casting or Dispel rolls. However, should they roll any natural double when making a Casting or Dispel roll, the bearer suffers a single Strength 10 hit with an AP of -3 after the effects of the roll have been resolved.

Grimoire of Ogvold(Arcane Item)50 points

Ogvold feverishly documented many arcane secrets over the years, hoping that this knowledge would serve the will of Chaos even after his demise.

Rather than randomly generating the spells they know, and regardless of their Level of Wizardry, the bearer of the Grimoire of Ogvold knows all seven spells from their chosen Lore of Magic (including the signature spell). However, they can only cast a number of spells equal to their Level of Wizardry per turn.

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.

Tome of the Dark Gods(Arcane Item)35 points

This ancient text is filled with the maddening scrawlings and forbidden knowledge of both daemonic and mortal sorcerers alike.

Models with the Mark of Chaos Undivided only. When generating their spells, the bearer of the Tome of the Dark Gods may discard any number of their randomly generated spells. For each spell they discard, they may select any spell from the Lore of Chaos as if they had the corresponding Mark of Chaos.

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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