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
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.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+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.
This evil blade was forged from black gromril by the thrice-cursed Dwarf Runesmith Grugni Ironheart, a secret pawn of the Chaos gods.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+1 | -1 | - |
Notes: The wielder of the Chaos Runesword has a +1 modifier to their Weapon Skill and Initiative characteristics.
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.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S+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.
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.
Range | Strength | Armour Piercing | Special Rules |
---|---|---|---|
Combat | S | -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
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.
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.
Champions are sometimes gifted with heavy, rune-etched brass collars. Worn around the neck, these marks of favour are potent wards against magic.
The wearer of a Brazen Collar has Magic Resistance (-2).
Magic Standards
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.
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.
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.
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
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.
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.
The Champion bears an obsidian pendant that marks them as having truly earned the favour of the Dark Gods.
Single use. The bearer of a Favour of the Gods may re-roll the D6 when rolling on the Gaze of the Gods table.
Arcane Items
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.
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.
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.