If the item has a “Roll needed” number, then in order to successfully
use the item a d20 must be rolled and the result must be equal to or less
than the “Roll Needed” number.How
often and when an item may be used is given in its description.
If percentages are given for an item, then these are the chance of
certain things happening.The moderator
will determine results using these percentages and notify user of the results.
With the exception of one time use items, and items that specifically
state otherwise, a model may never have more than a single Special Item
for any reason.Multiple One time
use items may be carried in any combination with any other special item.
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![]() |
An
artifact is assigned to an individual, and must always remain with that
individual.Some artifacts may require
a “bearer” , to actually carry it (such as a magical banner), if this is
the case then the bearer must always remain within command distance of
the individual that the item is assigned to.Artifacts
and their owners become very attuned to each other, so once assigned to
an Individual, it must remain with that individual for as long as that
individual lives.If an individual
(or the bearer) with an artifact falls in battle, then the first individual
that comes into base to base contact with the body will be able to retrieve
the artifact by expending one action.In
the same action the model will take steps to insure that the fallen individual
will never recover from his wounds (i.e. the fallen models throat will
be slit or some such so that after the battle the fallen individual will
not be allowed to recover wounds as normal).This
may be done by friend or foe and is the only way to gain an artifact from
another individual.If the body is
left on the battle field, with no one recovering the item, and the individual
does not recover, then the item is lost.If
the individual does recover, then he retains the item.If
the model with the item is killed in such a way that recovery is impossible
(due to magic) then the item is lost.Lost
item return to the available pool of items to be discovered.
Bearers must be standard front line troops and not any sort of elite
troop.Bearers may wield only a single
one-handed weapon.Moderator must
approve all troops chosen to be a bearer.The
artifact must state that a bearer is permitted for it to be carried by
a bearer, otherwise the owner must carry it.
Most artifacts are aligned.This
means that the alignment of the user must be taken into account when using
the artifact.The alignment of the
user and not the army as a whole is what is of concern (that is if the
user’s alignment is different from the empire he is fighting for, which
will only happen in the case of mercenaries).If
a d20 roll is required for any ability to work, then if the user and item
are “Misaligned” subtract 3 from all die rolls.If
the user and the Item are “Diametrically Opposed”, then subtract 6 from
all die rolls.For items that are
“Unaligned”, since they are “Misaligned” to everything and everybody, the
die roll modifiers have already been taken into account so there is never
a need to modify their rolls.
This
crude looking bowl appears to be little more than an old worthless wooden
bowl.But to the well informed, it
is a bowl of great power.When filled
with a little salted water, and given the proper incantation, the surface
of the water can reveal to the user distant landscapes as if they where
a bird high above the ground.
The bowl may be used once per campaign turn prior to the deadline for
turning in ledgers.To use, notify
the moderator that it is being used and give the coordinates of the target
hex that is being revealed.There
are three possible results on a d20:
[13+] Clear : The contents of the target hex and all hexes within 2
hexes(if on the surface) or 1 hex
(if underground) of the target hex are revealed to you for the remainder
of the turn.
[6 – 12] Foggy : Some or all information on the target hex and the
surrounding hexes may or may not be given.How
much is right and how much is wrong in not known.
[5 or less] Dark : Attempt to use the bowl failed.
Alignment:Animal
35
Points
The
shroud of Fog is a white lacy appearing shawl that emanates a powerful
magical aura even to those not normally attuned to that sort of thing.To
use, the owner need only unfurl it and drape it over shoulders, armor on
even a shield.The magic, if it works,
will eventually raises a bank of fog around the entire army concealing
it’s size.
The Shroud is either in use, or it is not.Once
the player declares that it is in use, then it is assumed to be in use
untilthe players declares that it
is not, or the shroud fails to work on a turn.Once
initially activated, it will work on a roll of 11+.Once
working, it will continue to work every campaign turn on a 5+ until turned
off.Declarations to use it or not
use it may only be made in conjunction with the turning in of the army’s
orders and the result will not be known until the maps are updated.
When the shroud is working, the army appears as a living cloud.Others
will know there is an army there, but will not know it’s size unless they
are in the same hex.If the user’s
army does battle while the shroud is working, then the enemy army suffers
a –4 to leadership due to confusion and fear, and the using players own
army will suffer a –2 to leadership due to the same effect but at a lesser
scale.Also visibility on the battle
field is reduced for the entire battle (any missile weapons are automatic
misses at targets more than 16” away, and flyers must stay in height bands
one through three).
Alignment:Evil
40
Points
This
Ram’s Head Horn has the ability, when blown, to shift the realm of reality
for the army that carries it. Although little seems to change in the eyes
of the affected army, they have actually been shifted to another plane
of reality and cannot be seen, nor can it see, others on the prime material
plane.The effects of the horn last
for but a single campaign turn, but luckily it has a high likelihood of
working and can be blown every turn to maintain their presence in the other
worldly plain.
While in the other realm, the affected army has no visibility and will
not see enemy units unless the units in question are seen through other
means (i.e. other units in the affected army’s empire). Conversely, the
affected army will be completely invisible to all enemy units.While
in the other realm, the army may not do battle or engage any other unit.Nor
may it be engaged or followed by any unit.
To use the horn, the player must state such in the army’s orders.It
will work as advertised every time it is used on a roll of 6+.
Alignment:Unaligned
25
Points
Thisamulet
was crafted long ago by a master of illusion for the purposes of tricking
an ancient enemy into believing that he faced a force much larger than
he had thought possible causing many of his forces to flee.Since
then it has been used for a variety of reasons, but deception of the enemy
is always the goal.When successfully
used, what appears to be a host of soldiers rise from the ground and march
dutifully alongside the army.The
size of the army can then appear to others to be up to three time it’s
real size.
The user must include in the army orders that it is being activated,
and include the desired size of army the player wishes to pretend to be
(up to three times the real size).If
the amulet was already activated in a previous turn and has not been deactivated
or “discovered” by another unit, then it will continue to function normally
on a roll of 3+.If it is being initially
activated or activated after it was “discovered” then it will work on a
roll of 9+.
It is “Discovered” if any unit from any other non-allied empire finds
itself in the same hex as, or a hex adjacent to, the army carrying the
amulet.If discovered, the amulet
immediately
becomes deactivated.
Alignment:Good
75
Points
The
Cloak of Speed was created by one of the most famous Chronomancers of all
time.However it vanished shortly
after his death and has been a highly sought after item ever since.Although
it is called the Cloak of Speed, it actually has the power to slow down
time for the rest of the world while leaving the immediate area of the
user unaffected.Thus giving the
appearance of speed to the affected army.
The cloak may only be worn by size 1 models, and may only be worn by
models that would feel comfortable wearing a cloak (i.e. no flyers without
riders, or beasts that normally go unclothed).User
may attempt to use it prior to turning in ledgers to find out if it was
successful or not prior to giving orders to the army.It
works on a roll of 11+, and may only be used successfully every
other campaign turn.
If used successfully, the affected army may use an additional action
for the turn.
Alignment:Neutral
35
Points
The
Wings of the Gods is in reality nothing more than a Golden Feather imbued
with a powerful transportation spell..With
it’s successful use, an entire army can be lifted a small distance off
the ground and flown through the air seemingly without support.Unfortunately,
troops cannot fight when in this condition, and furthermore it seems to
have a disconcerting effect on creatures not normally suited for flight.
User may attempt to use it prior to turning in ledgers to find out
if it was successful or not prior to giving orders to the army.It
works on a roll of 12+.
If used successfully, the affected army may move as if the entire army
where FLYERS for the turn.If the
army enters conflict in this condition, the effects of the spell are immediately
discontinued and all non-flying models in the army are –1 to LD, CC, and
MW on top of any other modifications they might have.
Alignment:Neutral
25
Points
This
legendary banner is said to have been carried by the famous “White Dwarf”
himself when he conquered the evil Citadel.Some
believe that the old Dwarf never actually died but that he somehow transferred
his spirit to the banner.
Any army that has this banner flying for it, will gain +1 in leadership.In
addition, it gives the entire army a resistance to fear in accordance with
their alignment with the banner:
Aligned: Immune to fear
Misaligned:
-4 to fear rolls
Opposed:
-2 to fear rolls
The banner may be carried by a bearer.
Alignment:Good
25
Points
This
ancient banner is all the remains of a once proud Firstborn order of knights.Although
they died to a man holding some long forgotten pass against an invading
horde of Devout, they succeeded in holding the pass long enough for their
King to bring in forces to defeat the Devout in the final battle.This
banner somehow survived the devastation and has become an icon.
Any army that has this banner flying for it, will gain +1 in leadership.In
addition, it gives the entire army a resistance to panic in accordance
with their alignment with the banner:
Aligned: Immune to panic
Misaligned:
-4 to panic rolls
Opposed:
-2 to panic rolls
The banner may be carried by a bearer.
Alignment:Evil
125
Points
The
Horn of Insanity came straight from the forges of hell for the sole purpose
of destroying all that is good.As
are often the ways of evil objects, it does not differentiate between friend
or foe, but only between good and evil.This
sometimes makes it dangerous for the user.
To use, the owner of the horn must state that the horn is being blown
prior to any activations for a turn.Initiative
need not be determined on the turn that the horn is being blown since the
owner of the horn will automatically take it.The
model with the horn, activates and takes one action to blow the horn.Then
the model may complete it’s remaining actions normally.The
model blowing the horn may not be in close combat at the beginning of the
turn that it blows the horn.On a
roll of 13+ the horn is successful and calls forth unseen specters from
all around to come and feed on the brain energy of all those on the battle
field.
The model blowing the horn and all risen and undead creatures are immune
to the horn’s effects.All other
units must make a leadership test when it is activated for that turn with
the following modifiers:
Aligned: +4 to leadership
Misaligned:
No modifier
Opposed:
-4 to leadership
If the test is failed, then that unit is treated the same as an uncontrolled
summoned unit for that turn.The
horn may only be used twice successfully in any one battle.The
horn may be carried by a bearer.
Alignment:Evil
50
Points
The
Demon Stallion is a special type of summoned creature called a Specter
Steed.These summonings are so powerful
that they create a semi-permanent living breathing creature.The
creature will only revert back to is totem (this one is usually in the
form of an amulet of some sort) if the owner dies.The
only other way the creature could be lost is if it suffers from an Alignment
Paradox.If this should occur, the
artifact is lost forever.
This artifact does not require a roll to determine if it’s working
as other artifacts do, so the normal –3/-6 for alignment differences does
not apply.However, at the start
of the first turn of any battle, a roll may be needed to determine if there
is an alignment paradox.
Aligned: No paradox possible
Misaligned:
Paradox on a roll of 3 or less
Opposed:
Paradox on a roll of 6 or less
If a paradox occurs, then the rider reverts immediately to his normal
stats and the Artifact is lost.
Only size 1 humanoid models may ride the Stallion.The
Stallion functions as a unit with its rider and cannot function on its
own.The following stats are used
when the rider is mounted (when mounted, ignore the rider’s W, MV, A, Def
& S stats):
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For stats with a + or – in front of them, these are modifications
to the riders normal stats.The Stallion
has a bite attack that does damage 10.The
Stallion also causes fear and is immune to fear.The
stallion does not inherit any special abilities that the rider might have.
Alignment:Good
75
Points
The
Dragon of Avalon is another Specter Steed created by a race of elves that
are thought to be long extinct.Like
other specter steeds, it will only revert back to is totem (this one is
usually in the form of ceramic flower of some sort) if the owner dies.The
only other way the creature could be lost is if it suffers from an Alignment
Paradox.If this should occur, the
artifact is lost forever.
This artifact does not require a roll to determine if it’s working
as other artifacts do, so the normal –3/-6 for alignment differences does
not apply.However, at the start
of the first turn of any battle, a roll may be needed to determine if there
is an alignment paradox.
Aligned: No paradox possible
Misaligned:
Paradox on a roll of 3 or less
Opposed:
Paradox on a roll of 6 or less
If a paradox occurs, then the rider reverts immediately to his normal
stats and the Artifact is lost.
Only size 1 humanoid models may ride the Dragon.The
Dragon functions as a unit with its rider and cannot function on its own.The
following stats are used when the rider is mounted (when mounted, ignore
the rider’s W, MV, A, Def & S stats):
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For stats with a + or – in front of them, these are modifications
to the riders normal stats.The Dragon
is a flyer and has a bite attack that does damage 12.The
Dragon also causes fear and is immune to fear.The
Dragon does not inherit any special abilities that the rider might have.
Alignment:Animal
50
Points
The
Mystic Stag is a creationof an
unknown Wyrd that lived and died deep in some forest.Among
the few remains of his work was a number of Stag horns that could each
summon a Specter Steed, now known as a Mystic Stag.Once
summoned, it will only revert back to is totem if
the owner dies.The only other way
the creature could be lost is if it suffers from an Alignment Paradox.If
this should occur, the artifact is lost forever.
This artifact does not require a roll to determine if it’s working
as other artifacts do, so the normal –3/-6 for alignment differences does
not apply.However, at the start
of the first turn of any battle, a roll may be needed to determine if there
is an alignment paradox.
Aligned: No paradox possible
Misaligned:
Paradox on a roll of 3 or less
Opposed:
Paradox on a roll of 6 or less
If a paradox occurs, then the rider reverts immediately to his normal
stats and the Artifact is lost.
Only size 1 humanoid models may ride the Stag .The
Stag functions as a unit with its rider and cannot function on its own.The
following stats are used when the rider is mounted (when mounted, ignore
the rider’s W, MV, A, Def & S stats):
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For stats with a + or – in front of them, these are modifications
to the riders normal stats.The Stag
and has a gore attack that does damage 10.The
Stag has forest warrior (and giving it to the rider when mounted) and is
immune to fear.The Stag does not
inherit any special abilities that the rider might have.
Alignment:Neutral
60
Points
The
Beasts of Bangor are said to have once been Myrmadon Bulls whose ferocity
and strength became a things of near legend.In
it’s old age, the Alchemists would come together and convert the living
body of the Old Bull into a Specter Steed.Like
other specter steeds, it will only revert back to a totem (a large Iron
Ring) if the owner dies.The only
other way the creature could be lost is if it suffers from an Alignment
Paradox.If this should occur, the
artifact is lost forever.
This artifact does not require a roll to determine if it’s working
as other artifacts do, so the normal –3/-6 for alignment differences does
not apply.However, at the start
of the first turn of any battle, a roll may be needed to determine if there
is an alignment paradox.
Aligned: No paradox possible
Misaligned:
Paradox on a roll of 3 or less
Opposed:
Paradox on a roll of 6 or less
If a paradox occurs, then the rider reverts immediately to his normal
stats and the Artifact is lost.
Only Ogres orsize 1 humanoid
models may ride the Beast.The Beast
functions as a unit with its rider and cannot function on its own.The
following stats are used when the rider is mounted (when mounted, ignore
the rider’s W, MV, A, Def & S stats):
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For stats with a + or – in front of them, these are modifications
to the riders normal stats.The Beast
has a trample attack that does 14 damage and a tusk attack that does damage
12.The Beast also causes fear and
is immune to fear.The Beast does
not inherit any special abilities that the rider might have.
Alignment:Neutral
50
Points
There
have through history been known to be more than one ring of regeneration.More
than one powerful wizard seeking eternal youth has created such things
only to discover that they do not guarantee a long life.
Anytime the wearer of this ring is activated, if it has a wound at
the start of it's activation then it may attempt to remove one wound.On
a roll of 11+ one wound is removed.This
may only be attempted once per turn and does not require an action.
Should the model fall in combat, lay the model down.It
may still be attacked normally as if it is a prone model from a ram attack.If
when it is activated next an enemy model is in base to base contact with
it (and is not engaged by at least one other model), then the model is
considered destroyed and may no longer regenerate (or even recover after
the battle).If no model is in base
to base, it may continue to regenerate, but only one attempt to remove
one wound per turn.It may not get
up until it has at least 1 wound (in the positive).If
not destroyed during the battle, the model will ALWAYS recover after the
battle.
Alignment:Animal
75
Points
This
helm was created by a long lost race of druids and seems to have the ability
to tap into the base instincts and intelligence of any living creature
and actually control their actions for a short time.This
subtle but powerful magic has been known to turn battles at critical times.
The wearer of this helm must take one action to attempt to use it.On
a roll of 13 or more, the helm successfully takes control of one unactivated
warband anywhere on the table.The
controlled warband is activated immediately and does the bidding of the
wearer.If the warband is an enemy
warband, then they may attempt a leadership test to avoid being controlled,
but suffer a -4 to their leadership for the purposes of taking the test.Whether
they save against the effects or not, it counts as a successful use on
the part of the wearer.
The wearer may make one attempt per turn to use the helm, and may only
successfully use the helm twice per battle.
Alignment:Evil
150
Points
One
of the most sought after artifacts by the forces of evil, this banner has
often been thought of as the banner that the army of evil will carry in
the Final battle.
As long as this banner flies, every enemy Orc, Goblin, Elf, Dwarf,
or Human that falls in battle returns as a risen at the end or the turn
in which it falls on a roll of 11+.All
models raised in this way are activated at a single time as the last activation
of the owning player (models raised on a turn may not be activated until
the following turn).
If a model fails to return as a risen model, remove it from the table,
it may not attempt to return again next turn.Models
raised through the use of other spells or magic may not be used to generate
a risen again.Only swordsmen and
archers are available as risen and which is raised is decided just like
the spell.
The banner may be carried by a bearer.
Alignment:Animal
80
Points
No
one knows where the Horn of Resurrection came from, or how exactly it works.Whether
it turns back time or somehow retrieves lost souls before they are completely
lost is unsure.But the people that
have been resurrected by the use of the horn seem to be in all respects
the same as they were before, albeit most become quite religious afterward.
This horn costs one action to blow, and may only be blown successfully
once per battle.The horn is successful
on a roll of 13 or more.
If successful, all dead models from a single warband (the warband need
not be wiped out, but only the dead models are resurrected), or one dead
individual, will return to
the side of the user.Returning
models must be placed within command distance of the user and once placed
count as being activated for that turn (individuals return with EP’s intact).
Alignment:Good
35
Points
The
coat of light was first created for religious ceremonies but was found
that while wearing the coat, the wearer in essentially immune to the physical
world.Unfortunately, it also keeps
the wearer from taking part in the physical world, but it has been found
on occasion to be quite useful.
The wearer of the coat appears to all others as a ghostly being.He
can be seen, but cannot be targeted or engaged in any way.Conversely,
the wearer may do nothing but move for as long as the coat remains active.Any
other magic item or power the wearer might have will have no effect on
the real world.
The wearer may begin the game with the coat activated.If
the coat does not start activated, then it takes one action and a roll
of 8+ to activate.Once activated,
at the END of each activation check to see if the coat remains active.The
coat stays activated on a roll of 2+ (do not check at the end of the activation
it is initially activated if the coat did not start the game activated).
To de-activate takes nothing but a statement from the user (requires no
actions). Once deactivated,
it may not be activated again in the same battle.
Only size one models may wear the coat.
Alignment:Good
35
Points
Familiars
are extensions of one’s self through the use of a magical link to a creature
of some sort.Familiars may never
take part in a battle and cannot be attacked, but they do function as an
extended set of eyes and ears for the user.They
have two actions just like most other units.The
Eagles action list, roll needed to accomplish it, and the results are as
follows:
ActionRollVisibilityComments
Move2+1Move
up to 4 hexes
View6+3Flies
high to see large area
Spy13+0Will
report anything odd (up to 2 items of interest) found in the hex or the
next action of any unit in the hex (user selectable).
Follow8+1Will
Move up to 4 hexes while following a unit in the same or adjacent hex.
*
A visibility of zero means that only the hex the Familiar is in is visible.
Alignment:Animal
35
Points
Familiars
are extensions of one’s self through the use of a magical link to a creature
of some sort.Familiars may never
take part in a battle and cannot be attacked, but they do function as an
extended set of eyes and ears for the user.They
have two actions just like most other units.The
Raven’s action list, roll needed to accomplish it, and the results are
as follows:
ActionRollVisibilityComments
Move2+1Move
up to 3 hexes
View8+2Flies
high to see large area
Spy10+0Will
report anything odd (up to 2 items of interest) found in the hex or the
next action of any unit in the hex (user selectable).
Follow10+1Will
Move up to 3 hexes while following a unit in the same or adjacent hex.
* A visibility of zero means that only the hex the Familiar is in is
visible.
Alignment:Evil
35
Points
Familiars
are extensions of one’s self through the use of a magical link to a creature
of some sort.Familiars may never
take part in a battle and cannot be attacked, but they do function as an
extended set of eyes and ears for the user.They
have two actions just like most other units.The
Imp’s action list, roll needed to accomplish it, and the results are as
follows:
ActionRollVisibilityComments
Move2+1Move
up to 2 hexes
View10+2Searches
area to get information
Spy6+0Will
report anything odd (up to 2 items of interest) found in the hex or the
next action of any unit in the hex (user selectable).
Follow6+1Will
Move up to 2 hexes while following a unit in the same or adjacent hex.
* A visibility of zero means that only the hex the Familiar is in is
visible.
Alignment:Neutral
35
Points
Familiars
are extensions of one’s self through the use of a magical link to a creature
of some sort.Familiars may never
take part in a battle and cannot be attacked, but they do function as an
extended set of eyes and ears for the user.They
have two actions just like most other units.The
Hawk’s action list, roll needed to accomplish it, and the results are as
follows:
ActionRollVisibilityComments
Move2+1Move
up to 3 hexes
View6+2Flies
high to see large area
Spy12+0Will
report anything odd (up to 2 items of interest) found in the hex or the
next action of any unit in the hex (user selectable).
Follow6+1Will
Move up to 3 hexes while following a unit in the same or adjacent hex.
*
A visibility of zero means that only the hex the Familiar is in is visible.
Alignment:Unaligned
25
Points
The
Chaos pin was named more for it’s intent more than it effect.This
strange pin is the only artifact that may be combined with another artifact
to essentially form a single artifact that can be carried by a model.When
affixed to another artifact, it puts the alignment of the target artifact
in chaos and thus allowing the user to SELLECT the alignment of the target
artifact.Should the owner of this
artifact die, the target artifact breaks away from the Chaos pin and reverts
to Its original alignment.Once
the pin is affixed to an artifact, this is the only way it can be separated.
The Chaos pin will work on ANY artifact, Magical Weapon or Armor.There
is no roll required for it to function.The
point value of the Chaos Pin is added to the owner just as any other artifact
even after its been used.
Alignment:Unaligned
35
Points
The
Iron Nullstone is one of the most powerful anti-magic devices known to
exist.With this Nullstone an army
becomes impervious to magic.The
downside of it’s use, is that the army itself may not use magic.
A hex that contains an Iron Nullstone stops ALL magic from being used
in or on that hex.It does not destroy
magic, but prevents it from being used.Artifacts
do not work, magic weapons and armor cause physical pain to the owner so
that they cannot be used, spells potions, lore of any kind all fail to
work.Specter Steeds will temporarily
vanish, and although familiarsmay
“see” into the hex normally, if a familiar is caught in the hex they temporarily
lose communication with their owner and will move in a random direction
on their next action.Magical means
of looking into the hex will automatically fail.
Iron Nullstones do not need a roll to function. But it’s size
and weight will not allow the model that carries it to use both hands in
combat. In addition the model is –1 to CC and MW.
The Iron Nullstonemay be carried
by a bearer.
Onyx figurines are assigned to an individual, and must always remain
with that individual.The creatures
from the figurines and their owners become very attuned to each other,
so once assigned to an Individual, it must remain with that individual
for as long as that individual lives.If
an individual with a figurine falls in battle, then the first individual
that comes into base to base contact with the body will receive the figurine
and take steps to insure that the fallen individual will never recover
from his wounds (i.e. the fallen models throat will be slit or some such
so that after the battle the fallen individual will not be allowed to recover
wounds as normal).This may be done
by friend or foe and is the only way to gain a figurine from another individual.If
the body is left on the battle field, with no one recovering the item,
and the individual does not recover, then the item is lost.If
the individual does recover, then he retains the item.If
the model with the item is killed in such a way that recovery is impossible
(due to magic) then the item is lost.A
creature called forth from a figurine will continue to function normally
even if the owner of the figurine falls in battle.However,
should an individual from the opposing side gain control of the figurine,
then control of the creature will shift to that player.
Creatures called forth from an onyx figurine never need to be controlled
like other summoned creatures, but they have only a short time on this
plane of existence before they must return to their own world.Starting
on their third activation, they must roll a d20 before doing any actions.On
a roll of 5 or less, the creature dissipates into a cloud of mist and may
not be summoned again in the current campaign turn.On
a roll of 6+ the creature may take it’s actions normally.
To call forth a creature from an onyx figurine, the owner of the figurine
must expend one action to call to it.The
model may not be in close combat when it does this., and only one attempt
per activation may be made to call forth a creature.When
the attempt is made, the calling model rolls a d20.On
a roll of 14 or less the call is successful and the creature appears within
2” of the calling model (may not be in base to base with another model).On
a roll of 20, the creature arrives but has come to kill the caller.The
opposing player places the creature within 2” of the calling model(may
not be in base to base with another model) and has full control of the
creature for the rest of the game or until the creature returns to its
world.
It the creature from a onyx figurine is killed it does not leave behind
a body but rather dissipates as it normally would.The
owner of the figurine must then roll a d20.On
a roll of 5 or less the creature cannot recover from its wounds and the
figurine crumbles into dust.On
a roll of 6+ the creature may be summoned normally with no lasting effects
starting on the next campaign turn.
This
deadly looking figurine is linked to a powerful Black Dragon of the ethereal
plane.The dragon is formidable in
combat and can spit a stream of deadly acid at its enemy’s.
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In Close Combat the black dragon uses its teeth and claws.Either
the biteor the two claws must declared
as the secondary weapon.The bite
does DAM 12, and the claws each do DAM 7.
Special Abilities:Once per activation
the dragon may expend an action to spit acid.Use
the XXX template with the tip touching the dragon mouth.Any
models touched by the template must make a save verses a Dam 12 hit and
must continue attempting to save until the model is either dead or is successful.Cause
Fear, Immune to Fear and Panic, Secondary Attack.Flyer.
Alignment:Animal
30
Points
The
black wolf represented by this small statue is larger and more fierce than
the average timber wolf.It is in
fact nearly the size of a small horse.Although
the black wolf is able to function normally in a city environment, it is
at it’s prime in the depths of the forest.
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In Close Combat the black Wolf uses its teeth as its main weapon.The
bite does DAM 10, and if the bite hits (does not need to necessarily wound)
then the wolf also get a raking attack using its normal CC, but not getting
charging bonuses.The raking attack
must be against the same target as the bite.The
damage of the raking attack is 9x2.
Special Abilities:Forrest Warrior,
Chameleon, Immune to Fear and Panic.
Alignment:Good
40
Points
The
black panther figurine is perhaps the oldest of these type of magical items.The
sleek powerful feline that is called forth with this figurine is quite
intelligent and a terror in combat.In
also has senses that can ferret out enemies normally impossible to detect.
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In Close Combat the black Panther uses its teeth and claws as its
weapons. The bite does DAM 10 (x2 with killing stroke), and its claws
each do damage of 8. All three attacks may be uses with a single
action with no penalty but all must be on the same target. Due to
the unnaturally keen senses of the black panther, no figures may hide within
12” of the panther (hidden markers are removed) and hidden assailant figures
may not appear within 12” of the panther.
Special Abilities:Killing Stoke
(Bite only), Feint, Immune to Fear and Panic.
Alignment:Neutral
30
Points
The
Onyx Hawk is a huge bird of prey with an extraordinary eye sight and an
almost human intelligence.It also
has a telepathic link to its owner allowing the owner to essentially seen
the entire battle field.
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In Close Combat the Black Hawk uses its beak and claws as its main
weapons.When charging it always
uses it’s claws, otherwise it always uses only it’s beak.The
razor sharp claws do a damage DAM 12x2 on it’s charge and the black hawk
always counts as if “Dive” attacking from 1 addition height band (i.e.
if charging in the same height band, it counts as if it is doing a dive
attack from 1 height band above the target).In
normal combat, the Beak does a single dam 10 attack.Due
to its speed, the Black hawk is –4 to hit with missile weapons in addition
to any other modifiers.Also, as
long as the Black hawk is on the field, no figure it has LOS to may hide
from it or the owner of the Figurine.Soft
cover does not block LOS for the Hawk.
Special Abilities:Flyer, Magical
Resistance, Immune to Fear and Panic.
Gems of summoning may be used by any individual, and will always
summon the troops within without fail.However,
at the start of the summoned troops first activation, the controlling player
must roll on the table below.This
is required only once per game and the effects last for the entire game.
The roll is modified by taking into effect three thing, the alignment of
the Gem used, the Alignment of the player using the gem, and the alignment
of the opposing player.If not the
same alignment, but not diametrically opposed, the user adds 3 to the roll
when reading the scroll.If Diametrically
opposed, then the user adds 6 to the roll.
1............. Troops
are summoned and ready for action.May
be activated during the current turn.
2-14 ....... Troops
summoned as normal
15-17 ..... Summoning
fails, may not attempt again until turn after next.
18-19...... Troops
summoned but something went wrong.They
are uncontrolled for the entire game.
20........... Gem
explodes for expended magical power.Center
the medium template over the user of the scroll, all models touched take
a damage 10 hit as from a lightning strike.Gem
is destroyed.
Scrolls have two main advantages.The
first is that it allows magic users the opportunity to gain limited access
to spells they may not normally have access to.Although
they don’t normally have access to the spell, they must treat it as if
it is a spell they cast normally and all normal spell limitations apply.For
instance, this means that two scrolls of the same spell may not be read
by the same person in a single activation, and troops summoned by a scroll
are treated as if they where summoned normally (i.e. must be controlled
in subsequent turns).
The second advantage is that most of the hard part of casting the spell
has already been accomplished and instead of casting it in the normal way
the user rolls a d20 and consults the following table below.Most
scrolls have no alignment and therefore are usable by anyone, however,
there are a few that are aligned.If
not the same alignment, but not diametrically opposed, the user adds 3
to the roll when reading the scroll.If
Diametrically opposed, then the user adds 6 to the roll.
1............. Spell
works and is unstoppable.There
is no save possible regardless as to whether there is normally a save allowed.
2-16 ....... Spell
works as written
17-19...... Scroll
is a dud, the spell fails and the scroll is destroyed
20........... Trapped,
the spell was a ruse used to trapped a magic user.Center
the medium template over the reader of the scroll, all models touched take
a damage 10 hit from a lightning strike.
Unlike most magical item, there is no coast associated with a scroll
so the value of the model that carries it is not altered.Also
unlike many other magical items, one or more scrolls may be carried without
regard to any other items that the model might be carrying.
The
list of spells that can be found on scroll is given in the table below:
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Spell
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Control
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Time
Stop
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Second
Chance
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Wither
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Accelerate
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Set
Back1
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True
Sight1
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Envision
(Lo2R pg 59)
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Tactical
Advantage (Lo2R pg 59)
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Summon
Ice Warriors
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Icewall
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Blizzard
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Freeze
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Ice
Weapon (Lo2R pg 67)
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Ethereal
Dragon
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Wind
Blast
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Tempest
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Sky
Chariot
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Levitate
(Lo2R pg 67)
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Summon
Adamantite Golem
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Chasm
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Stoneshield
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Rock
Outcrops
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Summon
Crusher
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Petrify
(Lo2R pg 65)
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Summon
Daughter of the Phoenix
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Fireball
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Lavapool
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Ring
of Fire
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Summon
Fire Demons
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Engulfing
Flames (Lo2R pg 66)
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Summon
Undead
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Raise
Undead
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Quicken
Undead
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Summon
Greater Undead
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Summon
Undead Knight
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Corrosion
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Mirage
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Greater
Desert Wyrm
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Sandstorm
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Blazing
Sun
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Mesmerize
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Quicksand
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The
Spear of Llyr
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The
Sword of Gwrnach
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Horn
of Celtchar
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The
Helm of Moriath
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Dalan's
Cloak
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Clouded
Sight
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Illusory
Shroud
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Illusions
of Dread
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Illusory
Foe
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Monstrous
Visions
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Thermo-Compression
(Player Creation – Dwarves)
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Vapor
Jets (Player Creation – Dwarves)
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King’s
Fury (Player Creation – Devout)
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The
Hammer of Sigmar (DOW- Sisters of Sigmar)
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Hearts
of Steel (DOW- Sisters of Sigmar)
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Soulfire
(DOW- Sisters of Sigmar)
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Shield
of Faith (DOW- Sisters of Sigmar)
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Healing
Hand (DOW- Sisters of Sigmar)
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Armour
of Righteousness (DOW- Sisters of Sigmar)
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Dark
Blood (DOW- Cult of the Possessed)
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Vision
of Torment (DOW- Cult of the Possessed)
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Eye
of God (DOW- Cult of the Possessed)
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Word
of Pain (DOW- Cult of the Possessed)
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Lure
of Chaos (DOW- Cult of the Possessed)
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Wings
of Darkness (DOW- Cult of the Possessed)
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This
powerful tri-pronged weaponis one
of the most sought after weapons of all time.Warriors
of all races have spent their lives in search for it to no avail.The
trident is large and heavy but can be used in close combat, but even more
amazing is that it can be thrown and will magically re-appear in the owners
hands after impact.It cannot be
thrown while charging into combat.It
is used either as a missile weapon, or as a melee weapon.User
may not carry a shield.
Two-Handed Weapon
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Or
Missile Weapon
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Alignment:Nuetral
30
Points
Thunderstrike
is a huge battle hammer that came from Dwarven forges in a forgotten age.Only
models with ST of 2 or greater may use it.The
blow of the hammer tends to crush what it hits, but in addition, the magical
ruins on its head also releases explosive energy that often sends the victim
flying.
Two-Handed Weapon
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Special:If at least one wound
is caused, the victim must make a save against a Dam 12 hit or be thrown
to the ground a distance of 2” away for a size 1 model, 1” away for a size
2 model, or be knocked to the ground for size 3 and greater models.Direction
is random but must be in the users front facing.Normal
rules apply to attacking a model laying on the ground.
Alignment:Evil
25
Points
This
legendary two-handed sword is said to have confinedwithin
it the soul of an ancient demon.The
sword is black in color and has ruins covering it’s entire blade.Besides
being an awesome sword in itself, the weapon also seems to darken the immediate
areas making it harder to ser the user.
Two-Handed Weapon
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Special:When
ever a wound is caused to a model by Stormbringer, the user may recover
a lost wound on a roll of 10 or less on a d20.User
may never have more wounds than its normal W characteristic.User
also gains +2 to CC when using Stormbringer and is –2 to hit from any missile
weapons in addition to any cover modifiers.
Alignment:Neutral
35
Points
The
Maelstrom Mace is another dwarf made weapon but was crafted for a Ogre
king in ages past.The mace is very
heavy and require but hands to use effectively.The
mace has a single sharp spike on it that is magically enchanted to always
be at the precise point of impact with any target.This
has the effect of causing grievous wounds when it connects.
Two-Handed Weapon
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Special:Any
wound caused counts as two wounds to the target and when using this weapon
the user ignores opponents Def modifiers.
Alignment:Good
45
Points
This
finely crafted suit of armoris
one of the most protective suits of armor known to exist.The
metal of the armor is in itself quite well made, but also the magical ruins
of protection that cover the breast plate give it additional strength.
Only size 1 non-flying, non-mounted humanoid models may wear this armor.Any
model wearing this armor has an A of 28.
Alignment:Unaligned
35
Points
The
Nova Shield can be used in the place of any normal shield or used by any
model that is humanoid and has a hand to spare to hold the shield.IN
hand to hand combat, the shield functions as any other shield and reduces
damage by 1.Missile fire however
has a much harder time hitting the shield owner than normal.Any
missile fire aimed at the user, or any friendly model within 2” of the
user of the Nova Shield is –10 to hit.This
is not additive to cover modifiers, so cover has no meaning when firing
at this model.It is additive to
any other modifiers.
Alignment:Animal
35
Points
This
lance emerged from the Swamps long ago and has long been feared by those
who had to face it.The name of
the lance emerge due to the results it had on it’s victims, but really
there is no actual poison involved.Instead,
the magic of the lance once it causes a wound sucks the life force out
of the victim.The lance may only
be used by a mounted individual.
Lance
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Special:Whenever
a wound is caused to a model the model must continue to save until it is
successful or it dies.If the victim
does survive, then it’s CC, MW, and LD stats are reduced by the number
of wounds it suffered from the lance.
Potions have several main advantages.The
first is that it allows any individual the opportunity to gain limited
access to powers that they may not normally have access to.The
second advantage is that multiple potions may be carried and dispensed
with no real limitation.The third
advantage is that for potions, most of the hard part of creating the potion’s
ability has already been accomplished and instead of using it in the normal
way the user rolls a d20 and consults the following table below.Most
Potions have no alignment and therefore are usable by anyone, however,
there may be a few that are aligned.If
not the same alignment, but not diametrically opposed, the user adds 3
to the roll when using the potion.If
Diametrically opposed, then the user adds 6 to the roll.
1............. Potion
works and is unstoppable.There
is no save possible regardless as to whether there is normally a save allowed.
2-16 ....... Potion
works as written
17-19...... Potion
is a dud, the power fails and the potion is destroyed
20........... Trapped,
the potion was a ruse used to trapped an unauthorized user.Center
the medium template over the user of the potion, all models touched take
a damage 9 hit as from a fire bomb.
Unlike most magical items, there is no coast associated with a potion
so the value of the model that carries it is not altered.Also
unlike many other magical items, one or more potions may be carried without
regard to any other items that the model might be carrying.
The
list of potions that can be found is given in the table below:
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Fleetness
[as per rules]
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Primal
Force [as per rules]
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Fortitude
[as per rules]
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Hornet's
Nest [as per rules]
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Firebomb
[as per rules]
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Breath
of Life [as per rules]
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Mending
[as per rules]
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Transfer
[as per rules]
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Healing
– Heals 1-3 wounds
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