Special Items



In the world of Alkeldama there are a host of magical items that range from a simple healing potion to a powerful artifact that can hide an entire army.These items have been know to change the tide of battle, and not always in the owners favor.In most cases, most magical items are unpredictable at best.But that has never sway adventurers from seeking them out.Magical items that can be found are broken down into these categories:
For each item, there is an associated point value.This value is the point value increase of the model carrying the item.If the item is lost, destroyed, or used up, then the point value of the model carrying it is reduced to its normal value.One time use items do not have a point value associated with them.


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.



 
Number
Name
Cost
Alignment
1
25
Neutral
2
35
Animal
3
40
Evil
4
25
Unaligned
5
75
Good
6
35
Neutral
7
25
Neutral
8
25
Good
9
125
Evil
10
75
Animal
11
150
Evil
12
80
Animal
13
35
Good
14
35
Good
15
35
Animal
16
35
Evil
17
35
Neutral
18
50
Evil
19
75
Good
20
50
Animal
21
60
Neutral
22
50
Neutral
23
25
Unaligned
24
35
Unaligned
25
35
Good
26
30
Neutral
27
25
Evil
28
35
Neutral
29
45
Good
30
35
Unaligned
31
35
Animal
32
70
Evil
33
30
Animal
34
40
Good
35
30
Neutral

 




Artifacts

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.

Top of Special Items


Divination Bowl
Alignment:Neutral
25 Points

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.

Top of Special Items


Shroud of Fog

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).

Top of Special Items


Horn of the Hell Gate

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+.

Top of Special Items


Spirit Amulet of Warriors

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.

Top of Special Items


Cloak of Speed

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.

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Wings of the Gods

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. 

Top of Special Items


Banner of Fortitude

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.

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Banner of Heroes

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.

Top of Special Items


Horn of Insanity

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.

Top of Special Items


Demon Stallion

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):

CC
AC
W
ST
MV
A
Def
S
Stallion
13
3
3
Combined
+1
7
+2
-1
+1


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.

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Dragon of Avalon

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):

CC
AC
W
ST
MV
A
Def
S
Dragon
12
3
3
Combined
+1
3/6
+2
-2
+1


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.

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Mystic Stag

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):

CC
AC
W
ST
MV
A
Def
S
Stag
11
3
2
Combined
+1
5
+1
+0
+1


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.

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Beast of Bangor

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):

CC
AC
W
ST
MV
A
Def
S
Beast
11
3
5
Combined
+1
4
+2
-1
+1


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.

Top of Special Items


Ring of Regeneration

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.

Top of Special Items


Helm of Control

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.

Top of Special Items


Banner of the Damned

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.

Top of Special Items


Horn of Resurrection

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).

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Coat of Light

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.

Top of Special Items


Eagle Familiar

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.

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Raven Familiar

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.

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Imp Familiar

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.

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Hawk Familiar

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.

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Chaos Pin

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.

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Iron Nullstone

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.

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Onyx Figurines

Onyx figurines are powerful finely crafted totems that are linked to special creatures from another plane of existence.Although they function very similar to a summoning spell, the creatures these figurines call up are specific individual creatures.In other words, every time a particular figurine is used, it is the same creature that is called forth to the side of the user.Unlike a summoned unit, when a creature is successfully called forth from an Onyx figurine, the creature arrives with all its action and can be activated in the same turn that it is called forth.


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.

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Onyx Dragon Figurine
Alignment:Evil
70 Points

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.



CC
MW
PW
LD
AC
W
15
10
-
13
3
3
ST
MV
A
Def
S
3
3/6
25
-1
2


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.

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Onyx Wolf Figurine

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.



CC
MW
PW
LD
AC
W
15
10
-
14
3
3
ST
MV
A
Def
S
2
6
22
-2
1


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.

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Onyx Panther Figurine

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. 



CC
MW
PW
LD
AC
W
16
10
-
16
3
3
ST
MV
A
Def
S
2
6
22
-3
1


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.

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Onyx Hawk Figurine

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.



CC
MW
PW
LD
AC
W
14
10
-
14
3
2
ST
MV
A
Def
S
0
8
21
-2
1


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.

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Gems of Summoning

Gems of summoning are powerful gems imbued with the souls of dead warriors that can be called forth to do the bidding of the user.Unlike normally summoned troops, the user does not need to spend an action to control the summoned unit, but also unlike the spell, only a single unit may be summoned.After the battle the souls will return to the gem to be used again in a different battle (whether the bodies survived the current battle is immaterial).Troops summoned in this way will arrive and will not be able to be activated until the following turn (the same as normally summoned troops) but then they may be activated in any order as if they were a normal part of the army.


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.

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Scrolls

Scrolls are the simplest way for users of magic to encapsulate magical powers into a physical representation.The limitation is that a single scroll is empowered only with a single use of a single spell.Thus scrolls are often more common than other magic items.Users of magic (Users of magic are figures with a PW characteristic, although the PW characteristic is not used when using a scroll, it indicates an understanding of magic) are the only figures that can use a scroll.Any spell that can be cast in the game of Chronopia is available somewhere in a scroll, and any user of magic can use any of them.


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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Num
Spell
Alignment
1
Control
2
Time Stop
3
Second Chance
4
Wither
5
Accelerate
6
Set Back1
7
True Sight1
8
Envision (Lo2R pg 59)
9
Tactical Advantage (Lo2R pg 59)
10
Summon Ice Warriors
11
Icewall
12
Blizzard
13
Freeze
14
Ice Weapon (Lo2R pg 67)
15
Ethereal Dragon
16
Wind Blast
17
Tempest
18
Sky Chariot
19
Levitate (Lo2R pg 67)
20
Summon Adamantite Golem
21
Chasm
22
Stoneshield
23
Rock Outcrops
24
Summon Crusher
25
Petrify (Lo2R pg 65)
26
Summon Daughter of the Phoenix
27
Fireball
28
Lavapool
29
Ring of Fire
30
Summon Fire Demons
31
Engulfing Flames (Lo2R pg 66)
32
Summon Undead
33
Raise Undead
34
Quicken Undead
35
Summon Greater Undead
36
Summon Undead Knight
37
Corrosion
38
Mirage
39
Greater Desert Wyrm
40
Sandstorm
41
Blazing Sun
42
Mesmerize
43
Quicksand
44
The Spear of Llyr
45
The Sword of Gwrnach
46
Horn of Celtchar
47
The Helm of Moriath
48
Dalan's Cloak
49
Clouded Sight
50
Illusory Shroud
51
Illusions of Dread
52
Illusory Foe
53
Monstrous Visions
54
Thermo-Compression (Player Creation – Dwarves)
55
Vapor Jets (Player Creation – Dwarves)
56
King’s Fury (Player Creation – Devout)
57
The Hammer of Sigmar (DOW- Sisters of Sigmar)
Good
58
Hearts of Steel (DOW- Sisters of Sigmar)
Good
59
Soulfire (DOW- Sisters of Sigmar)
Good
60
Shield of Faith (DOW- Sisters of Sigmar)
Good
61
Healing Hand (DOW- Sisters of Sigmar)
Good
62
Armour of Righteousness (DOW- Sisters of Sigmar)
Good
63
Dark Blood (DOW- Cult of the Possessed)
Evil
64
Vision of Torment (DOW- Cult of the Possessed)
Evil
65
Eye of God (DOW- Cult of the Possessed)
Evil
66
Word of Pain (DOW- Cult of the Possessed)
Evil
67
Lure of Chaos (DOW- Cult of the Possessed)
Evil
68
Wings of Darkness (DOW- Cult of the Possessed)
Evil
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Magic Weapons and Armor


Magic Weapons and Armor fall into a slightly different category than artifacts.In many ways they are the same as artifacts, but the primary difference it that weapons and armor always work as advertised, there is no need to roll to determine if its powers are functioning.But, like artifacts these items are aligned, and as such may attempted to take control of a user that is not of the same alignment.This is called the “Control” roll.A control roll is required at the start of every activation if the user is either “Misaligned” with the item, or “opposed” to the item.To control a misaligned item a roll of 3+ is needed.To control a opposed aligned item, a 6+ is required.Any time a control roll is failed, the user must roll on the “Uncontrolled Summoned Unit” table in the main rules as if the model was an uncontrolled summoned creature.
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Trident of Neptune
Alignment:Good
35 Points

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

CR
MX
RM
DAM
CC
n/a
n/a
13x3


Or 


Missile Weapon

CR
MX
RM
DAM
6
12
-4
9x3
(add ST of user to damage
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Thunderstrike

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

CR
MX
RM
DAM
CC
n/a
n/a
15x2


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.

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Stormbringer

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

CR
MX
RM
DAM
CC
n/a
n/a
16


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.

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Maelstrom Mace

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

CR
MX
RM
DAM
CC
n/a
n/a
17


Special:Any wound caused counts as two wounds to the target and when using this weapon the user ignores opponents Def modifiers. 

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Gorian’s Blessing

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.

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Nova Shield

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.

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Lotus Lance of Poison

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

CR
MX
RM
DAM
CC
n/a
n/a
15


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.

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Potions


Potions are similar to scrolls in that they are the simplest way for users of magic to encapsulate magical powers into a simple physical representation.In this case, some liquid concoction is empowered only with a single use of a single ability.Potions, like scrolls, are often more common than other magic items.Unlike scrolls, any individual may use a potion. 


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:



Num
Spell
Alignment
1
Seed of the Poison Yukka [as per rules]
2
Fleetness [as per rules]
3
Primal Force [as per rules]
4
Fortitude [as per rules]
5
Hornet's Nest [as per rules]
6
Firebomb [as per rules]
7
Breath of Life [as per rules]
8
Mending [as per rules]
9
Transfer [as per rules]
10
Healing – Heals 1-3 wounds
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