REM=Author - Mudipaws (http://www.q-net.net.au/~knowsol/WHFB_Index.html)
REM=Obtained at The Herdstone (http://www.geocities.com/TimesSquare/Battlefield/1817)


[MagicWeapons]
101=Sword of Defiance,150,-1,0,1,+3 Toughness
102=Fellblade,135,32,0,1,Bearer S10.  1 wound = D6 wounds.  Roll D6 at end of turn; on 6 bearer suffers 1 wound.  No armor saves allowed.
103=Black Axe of Krell,125,13376,0,1,Wounded models roll D6 at the start of each magic phase.  On 1 or 2 they take an extra wound.
104=Blade of Cocacila,125,256,0,1,Enemy in base contact may not cast spells, nor will their magic items work.  Wounded wizard loses powers permanently.  Destroys 1 magic item for each wound inflicted.
105=Demon Slayer,125,-1,0,1,Vs. demons auto wound for D3 wounds/hit.  Vs. other targets +3S to wound.  1 wound = D3 wounds.
106=Dragon Slayer,125,-1,0,1,Vs. Dragons auto wound for D3 wounds/hit.  Dragons must test for fear to charge wielder  Vs. other targets +3S to wound.  1 wound = D3 wounds.
107=Gotrek's Axe,125,512,0,1,Hits wound on 2+.  1 wound = D3 wounds.  (Dragons & demons D6 wounds).  Only magic armor saves but at -3 modifier.  Dwarf Slayers only
108=Hellfire Sword,125,-1,0,1,If wounded target is slain.  Models in base contact with victim suffer S3 hit.
109=Morgor the Mangler,125,2,0,1,Bearer +1WS, +1T, +1S.  Always strikes first.  No armor saves allowed except for magic armor.  Orcs, Savage Orcs, & Black Orcs only.
110=Death Sword,100,-1,0,1,Bearer S10
111=Frost Blade,100,-1,0,1,Unsaved wounds kill.  No armor saves except for magic armor.
112=Sword of Destruction,100,-1,0,1,No magic items (excludes Chaos Rewards)  in base contact work.  For each wound, destroys 1 magic item of the attacker. Wielder may carry no other magic or chaos reward.
113=Sword of Teclis,100,1,0,1,Hits wound automatically.  D6 S6 hit lightning storm once/battle on enemy unit bearer is fighting.
114=Sword of Unyielding,100,-1,0,1,Bearer +2 toughness
115=The Blade of Couronne,100,128,0,1,At end movement, Undead within 3" suffer 1 wound.  Bearer/unit immune to fear/terror caused by Undead.
116=The Hammer of Sigmar,100,4,0,1,Hits wound automatically.  No armor saves except for magical armor
117=Giant Blade,80,-1,0,1,Bearer +3 Strength.
118=Blade of Darting Steel,75,-1,0,1,Hits automatically
119=Blade of Leaping Gold,75,-1,0,1,Bearer gains +3 attacks
120=Blessed Sword,75,16381,0,1,Bearer WS10.
121=Chaos Tomb Blade,75,13376,0,1,For each wound inflicted on living, bearer may take extra winds of magic card.
122=Destroyer (Sword),75,16,0,1,Steals enemy magic item/spell on 4+. Can use until sword steals another. Only wizards can use stolen spells.
123=Hydra Sword,75,-1,0,1,Each attack that hits causes D6 hits.  Roll to wound for each.
124=Obsidian Blade,75,-1,0,1,Wounding hit destroys armor (incl Magic Armour).  No armor saves except for magical armor.
125=Black Hammer of Hashhut,70,2048,0,1,Wielder +2S. No Armour Save.  Targets vulnerable to fire are automatically destroyed if they sustain wounds.
125=Venom Sword,70,-1,0,1,Each wound inflicts D6 wounds.
126=Chaos Runesword of Grungni Ironheart,65,13376,0,1,Wielder +1 WS, +1S, and +1A.
127=Chaos Demon Sword,60,12352,0,1,1 wound inflicts D6 wounds.  Wound rebound on D6=1.  No armor saves except for magical armor.
128=Star Lance,60,-1,0,1,+3S bonus when wielder charges.  No armor saves allowed.
129=Sword of Heros,60,-1,0,1,When fighting opponents T5+,  roll to wound at +3S.  1 wound inflicts D3 wounds.
130=Elf-Biter: Axe of Grom,50,2,0,1,1 wound inflicts 2 wounds.  No armor saves allowed.
131=Blade of Leaping Bronze,50,-1,0,1,Bearer +2 attacks.
132=Bow of Loren,50,9,0,1,No. of shots = user's A.  S of shots at user's S. Hits count as Magical
133=Dagger of Sotek,50,256,0,1,Skinks only. +1S. If skaven unit is wounded, it loses its rear rank bonus vis a vis combat results.
134=Dark Mace of Death,50,-1,0,1,D3 wounds on all models in base contact.  One use only.
135=Dragon Blade,50,-1,0,1,Each hit inflicts 2 hits.  Roll to wound for each.
136=Dwarf-Gouger,50,32,0,1,Wounds with -3 save mod.  1 wound inflicts 2 wounds.  Always wounds Dwarves on 2+
137=Executioner's Axe,50,16,0,1,Dbl-Handed axe (S+2). On to-wound roll of 6, the victim is killed.  No armor saves allowed except for magical armor.
138=Gromril Blade,50,16317,0,1,Only magic armor saves
139=Heart Seeker,50,-1,0,1,Re-roll missed HTH attacks
140=The Sword Skabskrath,50,1024,0,1,Bearer causes terror
141=Sword of Change,50,12352,0,1,If wound but does not kill then enemy model turned into chaos spawn if D6+wounds-inflicted is 5+.
142=Sword of Fortitude,50,-1,0,1,Bearer immune to fear, terror, and panic
143=Sword of Justice,50,4,0,1,Re-roll missed to-hit roll once.  No armor saves except for magic armor
144=Sword of Resilience,50,-1,0,1,Bearer +1 toughness
145=Tomb Blade of Arkhan,50,1024,0,1,Slain enemy model turned into skeleton. Vampire, Liche, or Necromancer only.
146=Weeping Blade,50,32,0,1,+1 to wound, -1 enemy's armor save, 1 wound inflicts D3 wounds.
147=Chaos Runeblade,45,12352,0,1,1 wound inflicts D3 wounds.  No save except for magical armor.
148=Dragonblade Lance,40,1,0,1,Lance (S+2 on charge - auto hit). Special attack when charging - if first rank slain, hit second at S-1, etc.
149=Ogre Blade,40,-1,0,1,Bearer +2 Strength
150=Tormentor Sword,40,-1,0,1,Wounded enemy suffer stupidity. Wizards effected by stupidity - spells fail 1-3 on D6 when casting.
151=Bone Blade,35,-1,0,1,1 wound inflicts D3 wounds.
152=Shrieking Blade,35,-1,0,1,Bearer causes fear.
153=Warrior Bane,35,-1,0,1,Each wound reduces victims A by -1.
154=Blade of Sea Gold,30,-1,0,1,Wounds with extra -3 armour save modifier.
155=Flail of Skulls,30,-1,0,1,+2S bonus first round of combat.  1 wound inflicts 2 wounds.
156=Morning Star of Fracasse,30,128,0,1,+2S bonus first round of any combat.  If bearer causes 1+ wounds will destroy enemy magic weapon on 4+
157=Runefang,30,4,0,5,No armor saves allowed.  Undead suffer 2 wounds for each wound inflicted.
158=Sky Arrow of Naloer,30,-1,0,1,May be shot at any creature flying high, +1 to-hit.  Arrow inflicts D6 S10 hits.  One use only
159=Banisher Sword,25,-1,0,1,1 wound inflicts D3 wounds vs Undead. No armour save.
160=Blade of Leaping Copper,25,-1,0,1,Bearer +1 attacks.
161=Blood Drinker,25,12304,0,1,For each unsaved wound victim deducts +1S.
162=Hail of Doom Arrow,25,8,0,1,Splits into 3D6 S4 magic arrows in flight.  One use only
163=Rending Sword,25,-1,0,1,1 wound inflicts 2 wounds.
164=Soul Blade,25,12352,0,1,For each unsaved wound victim deducts +1T.
165=Sword of Swift Slaying,25,-1,0,1,Wielder strikes first in HTH combat
166=Blade of Ensorcelled Iron,20,-1,0,1,+1 to-hit in close combat.
167=Blade of Slicing,20,-1,0,1,Wounds with extra -2 saving throw modifier.
168=Gold Sigil Sword,20,-1,0,1,Bearer Initiative 10
169=Parrying Blade,20,-1,0,1,One enemy has one less attack.
170=Sword of Might,20,-1,0,1,Bearer +1 strength.
171=Dark Sword,15,12368,0,1,For each unsaved wound suffered, the victim deducts -1 from his WS and BS.
172=Relic Sword,15,-1,0,1,Bearer +1 WS.
173=Silver Sigil Sword,15,-1,0,1,Bearer +3 initiative.
174=Berserker Sword,10,-1,0,1,Bearer immune to psychology, must charge into combat.  Will always pursue fleeing opponents.
175=Biting Blade,10,-1,0,1,Wounds with extra -1 saving throw modifier.
176=Bronze Sigil Sword,10,-1,0,1,Bearer +2 initiative.
178=Languisher Sword,10,-1,0,1,For each hit suffered victim deducts -1 from his initiative.
179=Sword of Bork,10,2,0,1,Unit with bearer ignores first animosity test failure.  Orcs and Savage Orcs only
180=Copper Sigil Sword,5,-1,0,1,Bearer +1 initiative

[MagicArmor]
201=Spelleater Shield,100,-1,1,0,Armor save 6+.  Enemy spell dispelled 3+.  Dispelled spell destroyed on 4+. Spell from Magic Item destroyed on 6+.
202=Armor of Brilliance,75,128,7,0,Armor save 3+.  Enemy -2 to hit.
203=Armor of Protection,50,-1,6,0,Armor save 5+.  Re-roll failed save on 4+.
204=Chaos Runeshield,50,12352,1,0,Armor save 6+.  Magic weapons of enemy in base contacted negated.
205=Shadow Armor,50,-1,6,0,Armor save 5+.  Move through terrain obstacles no penalty.  Enemy non-magical weapon Attacks -1S.
206=Spellshield,50,-1,1,0,Armor save 6+.  Deflects power of spells on 4+. Rebound deflected spell on 4+ causing a SD6 hit for each power card.
207=Warpstone Armor,50,32,6,0,Armor save 4+.  For each save inflicts S3 hit on attacker.
208=Armor of Meteoric Iron,25,-1,7,0,Armor save 2+.
209=Bane Shield,25,1,1,0,Armor save 6+.  After save S4 energy bolt on attacker.
210=Crimson Armor of Dargon,25,-1,6,0,Armor save 4+.  Enemy must make LD test to attack.
211=Armor of Fortune,15,-1,6,0,Armor save 5+.  Re-roll failed armor save on 5+.
212=Chaos Armor,10,12352,6,4,Armor save 4+. Wizards may cast spells.
213=Dragonhelm,10,-1,0,0,Special save of 2+ vs. fire attacks.
214=Shield of Ptolos,10,-1,1,0,Armor save of 6+/1+ vs. missile attacks.
215=Armor of Endurance,5,-1,6,0,Armor save of 5+.  Re-roll failed armor save on 6+.
216=Enchanted Shield,5,-1,1,0,Armor save 5+.
217=Charmed Shield,5,-1,1,0,Armor save 6+.  Discount 1st hit.  One use only.
218=Magic War Paint,5,42,6,0,Armor save 3+ shooting/5+ close combat.
219=Chaos Runeshield + Chaos Armour,60,12352,1,0,Armor save 3+. Magic weapons of enemy in base contacted negated. Wizards can cast spells.

[Wards]
401=The Silver Seal,75,4,0,1,Enemy missile/HTH combat attacks -1 to-hit.  Enemy spells dispelled on 4+
402=The Black Amulet,50,-1,0,1,Negates wound on 4+. Rebounds saved wounds in hth combat. Roll D6 for each rebound - exhausted on a 1.
403=Golden Helm of Atrazar,50,-1,0,1,Special save of 3+ vs wounds suffered. If save 2 or more wounds in one round, roll D6 - exhausted on 4+.
404=Dawnstone,25,-1,0,1,Re-roll failed armour save.
405=Vambraces of Lightning,25,-1,0,1,4+ special save vs missile hits of S5 or less.
406=The Jade Amulet,5,-1,0,1,2+ special saving throw for one wound.  One use only.

[EnchantedItems]
801=Crown of Sorcery,125,-1,0,0,Wearer gains ability of lvl 3 Necromancer.  Must take LD test each time casts a spell, or miss a turn
802=Rod of Corruption,100,32,0,0,Victim rolls D6 - if greater than T or 6 then killed. No armor saves allowed.  Skaven Plague Monks only.
803=Talisman of Obsidian,100,-1,0,0,Negates magic of any wizard in base contact. Enemy spells automatically dispelled.
804=Talisman of Hoeth,85,1,0,0,Wearer gains abilities of lvl 2 HE mage champion.
805=Bird of Chotec,75,256,0,0,All creatures flying high are driven to the ground and suffer D3 wounds.  Large monsters suffer D3 wounds as do their riders.  One use only
806=Liber Bubonicus,75,32,0,0,Wearer gains abilities of level 2 wizard champion.  See card/summary for spells.  Skaven Plague Monks only
807=Cloak of Shadows,75,32,0,0,Enemy must roll 6 on D6 to charge/shoot at wearer.  Enemy must roll 5 or 6 to cast spell.
808=Ruby Chalice,60,-1,0,0,Starts to work when bearer/unit he it with suffers 1 wound.  Enemy -2 shooting to hit, -1 to hit in close combat.
810=Bugman's Tankard,50,512,0,0,Bearer/unit heals 1 wound.  Max 1 use per turn.  Three uses only.
811=Chalice of Darkness,50,2048,0,0,Remove 1D6 magic cards from each player.  Players who do not have enough magic cards must surrender spells. D6 for each spell surrendered - bear suffers 1 Wd with no save.
812=Collar of Zorga,50,2,0,0,No monster will Attack. Pass LD test to take over control of enemy monster in base contact.
813=Crown of Command,50,-1,0,0,Bearer LD 10.  Unit led by bearer takes break tests on LD 10.
814=Demon Steed,50,12352,0,0,Steed has 4+ demon save with armor save of 3+.  Rider causes fear.
815=Golden Sceptre of Norgrim,50,512,0,0,Bearer/unit may add +1M or +1S or have +1 armor save
816=Healing Potion,50,-1,0,0,Heals all wounds. Drink any time except during hth. One use only.
817=Skalm,50,32,0,0,Heals all wounds. Drink any time except during hth. One use only.
818=Skavenbrew,50,32,0,0,Use before battle on unit.  Roll D6: 6 fights at x2 M & A.  On D6 roll of 1 unit suffers D6 wounds.  4-5 subject to frenzy; 2-3 hates all non-Skaven; 1 no effect.  One use only
819=Slannesh's Sceptre of Domination,50,12352,0,0,Enemy characters pass LD test or may do nothing.  Chaos/Slaanesh only.
820=Talisman of Ravensdark,50,-1,0,0,Flying creatures must roll 6 to hit. Riders can not attack at all.
821=The Carstein Ring,50,1024,0,0,Restores slain vampires to full wounds.  Vampires only.  One use only.
822=Tomb King's Crown,50,1024,0,0,Undead models within 12" of bearer use his WS & BS.  Mummy Tomb King only.
823=Gauntlet of Bazhrakk the Cruel,35,2048,0,0,Wearer +2S.  On 1 to-hit blow rebounds against friendly model.
824=Tress of Isoulde,35,128,0,0,Once per battle, bearer hits on unmodified 2+ and wounds on unmodified 2+.  No armor save allowed.
825=Van Horstmann's Speculum,35,-1,0,0,When fighting challenge, swap S, T, & I of adversaries.
809=Alfred's Casket of Sorcery,50,-1,0,0,Steal/Use enemy spell
826=Amber Amulet,25,-1,0,0,Restores 1 lost wound at start of turn.
827=Amulet of Fire,25,-1,0,0,Dispells magic cast at bearer or unit he is with on roll of 4+. One spell per turn.
828=Black Gem of Gnar,25,-1,0,0,Wearer & attacker locked in time. Roll D6 at start of each turn - ends on a 6. One use only
829=Cloak of Feathers,25,256,0,0,If wearer is in close combat, he can move up to 24" before either side attacks or after making his attacks.  Unmounted Lizardman Saurus/Skink hero only. One use only.
830=Cursed Book,25,12352,0,0,Living creatures within 6" -1 to hit/shooting.
831=Fiery Ring of Thori,25,512,0,0,Creates barrier of flame 6" in front of user/unit for one turn. One use only
832=Heart of Woe,25,-1,0,0,Explodes when bearer is slain.  Hits at S+D6 within radius equal to wearer's wounds.  1 wound inflicts D6 wounds.
833=Helm of Many Eyes,25,12352,0,0,Strike first in close combat
834=Mad Cap Mushroom,25,2,0,0,Fanatic causes extra D6 hits on first unit he contacts (ie 2D6 S5 hits).  One use only.  Night Goblins only.
835=Poison Wind Globes,25,32,0,0,Throw upto 8" in shooting phase. Roll scatter dice. If not HIT, land 3" in shown direction. 2" diameter poison gas cloud.  Victims suffer 1 wound on 4+.  No armor saves allowed.
836=Potion of Chaos,25,12352,0,0,Roll D6: 1-3 recover 1 wound; 4 +1S; 5 +2S; 6 Chaos Gift.  One use only
837=Warpstone Amulet,25,32,0,0,Enemy must pass LD test before striking or suffer -2 to-hit/-2S.
838=Whip of Agony,25,-1,0,0,Strike first in hth. Hit enemy must pass LD test to attack (incl mount if riding).
839=Crown of Brettonia,15,128,0,0,+1 to one characteristic determined before battle (see card).  Brettonian general only.
840=Potion of Strength,10,-1,0,0,+3S for one turn.  One use only.
841=Warpstone Charm,10,12384,0,0,Re-roll any one dice throw and add +1 or deduct -1 from the result.  One use only
842=Potion Sacre,5,128,0,0,Drink before making roll. Bearer may adjust one die roll by +1 or -1.

[WizardArcana]
1601=War Crown of Saphery,125,1,0,0,Makes High Elf mage lord level 5.  High Elf mage lord only.
1602=Book of Nagash,100,1024,0,0,Adds +1 to magic level of Necromancer with Necromantic magic.  Necromancers only.
1603=Talon of Death,100,1024,0,0,Living creatures in base contact suffer 1 automatic wound each close combat phase.  No armor saves allowed.  Necromancer, Liche or Vampire only.
1604=Forbidden Rod,75,-1,0,0,Cast Spells at no power cost and count as having been cast with total power.  Bearer suffers D3 wounds on D6 roll of 4+ and Rod is exhausted.
1605=Sword of Unholy Power,75,-1,0,0,Cast one Dark Magic/Necromantic Magic spells for free. Roll D6 - if less than or equal to spel power then sword is exhausted. Wizards with Dark or Necromantic spells only
1606=Bane Head,50,256,0,0,At start of game, roll for chosen enemy character - on 5+ wounds suffered by enemy character are doubled.  Lizardman Slann mage only.
1607=Book of Ashur,50,-1,0,0,Adds +1 to magic level of bearer (max magic lvl 4).  Can use any spell deck.
1608=Book of Secrets,50,-1,0,0,Cast spells for no power cost.  Opponent rolls D6 and chooses characteristic penalty cost.
1609=Chaos Familiar,50,12352,0,4,+1 or -1 to any one die roll per turn.  Chaos sorcerer only.
1610=Cloak of Mists and Shadows,50,-1,0,0,Move up to 24" no movement penalties.  Cannot strike in close combat but can cast spells.  Bearer cannot be harmed by non-magic weapons.  Unmounted wizards models only.
1611=Destroy Magic Scroll,50,-1,0,0,Dispells enemy spell. On 4+ spell is destroyed. If from magic item - destroyed on 6. Cannot be used against Total Power. One use only.
1612=Plaque of Dominion,50,256,0,0,Bearer may cast one spell for free which lasts for 1 turn.  While spell lasts, Lizardmen strike first in close combat.  Lizardmen Slann Mage only. One use Only
1613=Potion of Knowledge,50,-1,0,0,Cast spells for no power cost. Potion wears off on 1-2. A 1 on a further roll, wizard becomes stupid.  One use only.
1614=Skaven Warpscroll,50,32,0,0,S3 hit on each model on enemy unit within 24".  Causes panic test.  One use only
1615=Spell Familiar,50,-1,0,4,Stores extra spell card. Must stay in base contact to use it. Wizards only
1616=Staff of Damnation,50,1024,0,0,Use in magic phase. Every Undead unit within 36" may take an extra action (charge, march move, fight round of HTH combat, shoot missile weapons).  Exhausted on 1 or 2.  Necromancer, Liche or Vampire only.
1617=Staff of Flaming Death,50,-1,0,0,Flaming spell strikes first model/unit in its path for D3 S4 hits.  Units that suffer casualties must take panic test.
1618=Staff of Lightning,50,-1,0,0,Bolt of lightning causes D3 S6 hits. Line of sight needed.  No armor save allowed.  Exhausted on a 1 or 2.
1619=Staff of Osiris,50,-1,0,0,Range 18". Enemy within line of sight takes 1 S6 hit for D3 wounds.  No armor save allowed.  If victim killed, the bolt will continue.  Exhausted on a 1 or 2.  Wizards & Setra only.
1620=Wand of Jet,50,-1,0,0,Spells cost 1 less power card to cast.  Exhausted on a 1 or 2.
1621=Warpstorm Scroll,50,32,0,0,Creatures "flying high" suffer D6 S6 hits and are forced off the table - re-enter from their edge.  One use only.  Skaven wizards only.
1622=Skull Wand of Kaloth,40,-1,0,0,On successful hit in hth, victim must save against his LD on 2D6 or be killed. If pass, roll to wound as normal. No armor saves allowed.
1623=Chalice of Chaos,35,12352,0,0,Roll a D6: 1 turned into chaos spawn; 2-3 enemy 1 less magic card; 4-5 Bearer 1 extra magic card; 6 end magic phase.  Chaos sorcerer or Beastman shaman only.
1624=Chalice of Sorcery,35,-1,0,0,Take 1 extra magic card. Roll D6, a 1 on cause wound - on armour save.
1625=Golden Eye of Tzeentch,35,12352,0,0,Transfixes enemy models in base contact if fail LD test on 2D6. While transfixed, automatically hit. Chaos sorcerers of Tzeentch only
1626=Seer Stone,35,32,0,0,Each extra power card expended extends spell range by D6".  Skaven wizards only
1627=Skull of Katam,35,12352,0,0,Cast spells for 1 point less.  1 power spells can be cast for free. 2D6 againt Ld - if pass then LD -1 else go insane and remove as casualty. Chaos sorcerer only.
1628=Skull Staff,35,-1,0,0,Discloses enemy magic items/spells within 12".  +1 bonus to dispel
1629=Power Familiar,30,-1,0,4,Stores 1 power card
1630=Power Scroll,30,-1,0,0,Powers 1 spell for free.  One use only
1631=Amulet of Xapati,25,256,0,0,Spell cast at bearer/unit dispelled on 3+.  If dispell successful, bearer may cast a spell of his own for free, after which magic phase is ended.  Lizardmen Slann Mage only.
1632=Crystal of Malfleur,25,128,0,0,After magic cards are dealt, both sides roll D6.  If bearer rolls higher, he may see all enemy's cards.  If roll equal he can see all but one enemy card.
1633=Dispel Magic Scroll,25,-1,0,12,Dispells enemy spell as it is cast. Can not use against Total Power.  One use only.
1634=Rod of Power,25,-1,0,0,Stores up to 3 unused power cards.  Beat number held on D6 to retain.  Wizards only.
1635=Storm-Demon,25,32,0,0,Bearer +1S.  D6 S5 hits causing 1 wound.  No armor saves allowed.  Exhausted on a 1 or 2.  Skaven Warlock Engineers only.
1636=Warrior Familiar,25,25,0,4,Protects master against attackers (4|5|0|4|4|1|6|2|10)

[MagicStandard]
3201=Banner of Arcane Warding,100,-1,0,1,Dispells enemy spell on 2+.  Redirects dispelled spell 4D6" on 4+
3202=Battle Banner,100,-1,0,1,+D6 combat result bonus
3203=Storm Banner,100,-1,0,1,Models flying high land in center of table and scatter 3D6" in direction of scatter die.  No troops may fly and shooting ranges are halved.  Lasts until 6 is rolled at the start of each turn.  One use only
3204=Banner of Riteous Retribution,75,128,0,1,Deflects enemy missiles d6x10" back toward firer.  If they reach the firer, they hit automatically.  Exhausted on a 1 or 2.
3205=Banner of the Lady of the Lake,75,128,0,1,Enemy loses combat bonus for rear rankers.  If carried by the army standard bearer, knights can re-roll failed break tests.
3206=Banner of Wrath,75,-1,0,1,D6 S4 lightning bolts.  No armor saves allowed.
3207=Hell Banner,75,1024,0,1,Enemy units within 6" -2 to all LD based tests.
3208=Sacred Standard of the Horned Rat,75,32,0,1,LD 10.  Absorbs expended enemy power cards.
3209=Mork's War Banner,65,2,0,1,Dispells on 4+.  Any wizard touching the unit carrying the standard is killed on a 4+. Roll each turn in contact.  No armor saves possible.
3210=Banner of Arcane Protection,50,-1,0,1,Dispells enemy spell on 4+.  Undead/Demon models touching the unit suffer 1 wound.
3211=Banner of Defiance,50,-1,0,1,Unit doubles normal rank bonus in HTH combat.  Will never pursue
3212=Banner of Doom,50,1024,0,1,Enemy units within 6" -1 to all LD based tests.
3213=Banner of Might,50,-1,0,1,+1 to-hit in HTH combat
3214=Banner of Rage,50,12352,0,1,Unit carrying banner subject to frenzy.  Khorne Only
3215=Blasted Standard,50,12352,0,1,Enemy unit within 8" takes 2D6 S6 hits.  Survivors must make panic test.  Tzeentch Only
3216=Dread Banner,50,-1,0,1,Unit causes fear
3217=Rapturous Standard,50,12352,0,1,Unit carrying banner immune to psychology.  Slannesh Only
3218=Scarecrow Banner,50,-1,0,1,Causes terror in flying creatures.  +D6 combat result bonus when fighting flying creatures.
3219=Bad Moon Banner,35,2,0,1,Enemy shooting attacks -1 to-hit.  Strikes first in close combat.  Night goblins only
3220=Spider Banner,35,2,0,1,Double all attacks in first round of close combat.  Forest goblins only
3221=Valorous Standard,35,-1,0,1,Roll 3D6 when making psychology test and take the lowest two scores.
3222=Banner of Courage,25,-1,0,1,Re-roll failed break test
3223=Banner of Sorcery,25,-1,0,1,Contains D6 magic cards which can be used during the battle by friendly wizards within 12"
3224=Doomrider Banner,25,1024,0,1,Skeleton horsemen automatically hit when charging
3225=Gork's War Banner,25,2,0,1,Unit +1 S when charging
3226=Jaguar Standard,25,256,0,1,Unit moves +D6" per turn.  Three uses only.
3227=Standard of Shielding,25,-1,0,1,+1 armor save or armor save of 6
3228=War Banner,25,-1,0,1,+1 combat result bonus
3229=Blood Banner,10,16,0,1,Cold one knights ignore cold one's stupidity.  Dark Elf cold one knights only.
3230=Errantry Banner,10,128,0,1,Enemy unit being charged cannot stand and shoot.  Brettonian knights errant only.
3231=War Banner of Nurgle,100,64,0,1,+1 Toughness to entire Nurgle regiment including beasts of Nurgle.(Daemon Battle Std Bearer only)
3232=War Banner of Khorne,75,64,0,1,Line of sight  <12" 3D6 S3 hits  <24" 2D6 S3 hits  > 24" 1D6 S3 hits.(Daemon Battle Std Bearer only)
3233=War Banner of Tzeentch,75,64,0,1,For each spell D6=6 you can Tgt any unit in range or caster after roll dispells as normal.(Daemon Battle Std Bearer only)
3234=War Banner of Slaanesh,60,64,0,1,Enemy unit in H2H with Slaanesh unit Does not get benefits of normal weapons like lances, flails, spears.(Daemon Battle Std Bearer only)

[BoundSpells]
6401=Doomfire Ring,100,-1,0,0,Jet of flame causes 2D6 S3 hits.  No armor saves allowed.  Three uses only
6402=Staff of Nurgle,100,12352,0,0,Enemy model within 12" slain.  No armor saves allowed.  Sorcerers of Nurgle Only
6403=Horn of Urgok,75,-1,0,0,Enemy units within 24" in close combat must make a panic test or be broken and flee.  Fleeing friendly units within 24" rally.  Three uses only
6404=Pipes of Doom,75,-1,0,0,D6 S4 hits on cavalry unit.  Victims may not charge following turn.
6405=Scarsnik's Prodder,75,2,0,0,Cast 1 fireball per Orc/Goblin unit.  Fireball causes S4 hit no armor saves allowed.  Night Goblins only.
6406=Brass Orb,65,32,0,0,Small Template.  Affected models must test against I or be killed.  No armor saves allowed.  Remains in play.  One use only
6407=Claw of Nagash,50,-1,0,0,Range 6".  Victim suffers 2D6 minus is toughness wounds.  No armor save.  One use only.
6408=Ring of Corin,50,-1,0,0,Select magic item within 12".  Roll 2D6x10.  If result is equal or higher than pv of item it is destroyed.
6409=The Orb of Thunder,50,-1,0,0,Prevents flying creatures flying high.  Creatures already flying high cannot descend.  Remains in play.  Three uses only.
6410=Bands of Power,40,32,0,0,Wearer x2S (max 10).  Three uses only.
6411=Ring of Darkness,40,-1,0,0,Enemy need 6 to-hit in HTH combat.  Magic weapons strike normally.  Remains in play.
6412=Ring of Volans,25,-1,0,0,Contains 1 random battle magic spell which may be cast for free.  One use only.

[EngineeringRunes]
12801=Rune of Accuracy,50,512,0,4,Re-roll scatter dice.  Stone throwers only.
12802=Rune of Disguise,25,512,0,4,War machine is invisible until it fires or moves.
12803=Rune of Forging,25,512,0,4,Cannon may re-roll misfire die.  Cannon only.
12804=Rune of Fortune,25,512,0,4,May re-roll result on machine's misfire chart.
12805=Rune of Immolation,25,512,0,4,Machine can explode at any time.  Models within 3" suffer a S6 hit for D3 wounds.  Non-moving war machines only.
12806=Rune of Penetrating,25,512,0,12,Hits by machine are +1 strength (max S10).
12807=Rune of Seeking,25,128,512,4,Weapon can shoot at creatures flying high at maximum range.  Bolt throwers only.
12808=Rune of Burning,10,128,512,4,Hits count as fire damage.

[ChaosRewards]
25601=Nurgle's Foul Odor,50,4096,0,4,Enemy fighting champion/unit are -1WS.  Champion or Sorcerer of Nurgle only.
25602=Nurgle's Rot,35,4096,0,4,Nurgle's rot (1 wound) on D6 roll of 6 for enemy in base contact.  Champion or Sorcerer of Nurgle only.
25603=Nurgle's Cloud of Flies,30,4096,0,4,Enemy in base contact with champion suffer -1 to-hit.  Champion or Sorcerer of Nurgle only.
25604=Collar of Khorne,100,4096,0,4,Saved wounds destroy attackers magic weapon.  Champion/unit 4+ dispell and spell destroyed on further 4+.  Caster of destroyed spell suffers 1 wound.  Champions of Khorne only.
25605=Axe of Khorne,75,4096,0,4,Wounded enemy killed outright.  Exhausted on a 6.  Champions of Khorne only.
25606=Battle Fury of Khorne,50,4096,0,4,Must charge/advance to enemy.  Gains +1A and an extra +1A when charging.  Champions of Khorne only.
25607=Praise of Khorne,25,4096,0,4,Retake failed armor saves.  Exhausted on a 1.  Champions of Khorne only.
25608=Destiny of Tzeentch,40,4096,0,4,Negates wound taken.  Exhausted on 1-3.  Champions or Sorcerer of Tzeentch only.
25609=Fortune of Tzeentch,35,4096,0,4,Once per turn re-roll any dice throw.  Exhausted on a 1. Champions or Sorcerer of Tzeentch only.
25610=Allure of Slannesh,50,4096,0,4,Enemy must test LD on 3D6 to strike champion.   Champions or Sorcerer of Slannesh only.
25611=Gaze of Slannesh,30,4096,0,4,Enemy models fighting champion lose -1A. Champions or Sorcerer of Slannesh only.
25612=Breathe Fire,50,4096,0,4,Models under template suffer S4 hit on 4+.  Champions or Sorcerer only.
25613=Regeneration,50,4096,0,4,Regenerate damage like a Troll unless wounded by fire.  Champions or Sorcerer only.
25614=Iron Hard Skin,40,4096,0,4,Additional 4+ saving throw not modified by strength.  Champions or Sorcerer only.
25615=Hideous Appearance,35,4096,0,4,Causes fear.  Champions or Sorcerer only.
25616=Scorpion Tail,35,4096,0,4,Extra tail attack at S5.  No save even for magic armor.  Champions or Sorcerer only.
25617=Mace Tail,25,4096,0,4,Extra tail attack at S5.    Champions or Sorcerer only.
25618=Many Arms,25,4096,0,4,Can carry additional weapon for +1A or an additional shield for +1 save.  Champions or Sorcerer only.
25619=Massive Horns,25,4096,0,4,+1A in HTH combat.  Champions or Sorcerer only.
25620=Scaly Skin,25,4096,0,4,Additional 4+ saving throw modified for strength as usual.  Champions or Sorcerer only.

[DemonicRewards]
51201=Whip and Axe of Khorne(Khorne),55,64,0,20,D3 wounds per hit and +1 attack 1 wound(Khorne only)
51202=Spellbreaker(Khorne),50,64,0,20,If army has no wizards can dispell as lvl4 mage and reroll failed dispells
51203=Massive Stature,50,64,0,20,+1 wound
51204=Daemonblade,50,64,0,20,no save except magic armour
51205=Radiance of Dark Glory,50,64,0,0,All mortal enemys within 6" suffer -1Ld(only one deamon may have this)
51206=Master of Sorcery lvl1,50,64,0,20,(deamons use their own magic, unaligned use Dark)
51207=Master of Sorcery lvl2,100,64,0,20,(deamons use their own magic, unaligned use Dark)
51208=Master of Sorcery lvl3,150,64,0,20,(deamons use their own magic, unaligned use Dark)
51209=Master of Sorcery lvl4,200,64,0,20,(deamons use their own magic, unaligned use Dark)
51210=Stream of Corruption(Nurgle),50,64,0,20,Large template D6<=I Auto Wound no armour saves 6 Fails(Nurgle only)
51211=All Seeing Eye(Tzeentch),50,64,0,20,Beginning of battle can see ALL items possed by a character if wizard may cancel on random spell(Tzeentch only)
51212=Daemonic Robes,40,64,0,20,All hits -1 Strength
51213=Aura of Slaanesh(Slaanesh),40,64,0,20,All in B2B contact must pass leadership to attack(Slaanesh only)
51214=Cloud of Flies(Nurgle),30,64,0,20,-1 to hit in H2H(Nurgle only)
51215=Daemonic Arrogance,30,64,0,20,Immune to panic and Break test on 12
51216=Warp Staff,30,64,0,20,Any mortal unit in H2H with Deamon subject to Stupidity
51217=Flames of Tzeentch(Tzeentch),25,64,0,20,Shoot flames 24" D6 S5 hits use Daemon's BS (Tzeentch only)
51218=Ward of Chaos,25,64,0,20,+4 special save against any missle attacks
51219=Plague Flail(Nurgle),25,64,0,20,1Wound=2Wounds(Nurgle only)
51220=Daemonic Strength,20,64,0,20,+1 Strength
51221=Battle Master WS+1,20,64,0,20,Increase WS+1 up to 10
51222=Battle Master WS+2,40,64,0,20,Increase WS+2 up to 10
51223=Battle Master WS+3,60,64,0,20,Increase WS+3 up to 10
51224=Chaos Armour,15,64,1,20,3+ Chaos armour save
51225=Withering Gaze,10,64,0,20,First model within 12" 1S6 hit use Daemon's BS
51226=Tormentor(Slaanesh),10,64,0,20,If Daemn kills character in H2H any Enemy unit within 6" must take Panic test(Slaanesh only)
51227=Lord of Chaos,5,64,0,20,Daemon and any Daemon units within 12" Immune to Animosity

[RuneBuilder]
1=Master Rune of Gromril,150,2,3,Character wearing armor is T10.
2=Master Rune of Adamant,50,2,1,Rune adds +2 to the armor save of the character.
3=Rune of Fortune,50,2,0,Gives the bearer +1 wound.
4=Rune of Armor,50,2,0,Gives the bearer +1 toughness.
5=Rune of Resistance,50,2,0,Re-roll failed armor saves on an unmodified 4+.
6=Rune of Spell Eating,50,2,0,Spell cast at bearer is dispelled. If D6 - power is 1 or less; spell may not be used for rest of game.
7=Rune of Stone,5,2,4,Gives +1 to the character's armor save.					
8=Master Rune of Banishment,100,1,1,Kills Undead outright if they suffer at least 1 wound.
9=Master Rune of Death,100,1,1,Victims suffering at least 1 wound are killed outright.
10=Master Rune of Demon Slaying,100,1,1,Kills demons outright if they suffer at least 1 wound
11=Master Rune of Dragon Slaying,100,1,1,Kills dragons outright if they suffer at least 1 wound.
12=Skalf Blackhammer's Master Rune,75,1,1,Weapon always wounds
13=Snorri Spanglehelm's Master Rune,75,1,1,Weapon always hits
14=Alaric the Mad's Master Rune,50,1,1,No save allowed even for magical armor
15=Master Rune of Flight,50,1,1,Weapon can be thrown 12" to automatically hit target once as if struck by wielder
16=Master Rune of Swiftness,25,1,1,Bearer always strikes first
17=Rune of Smiting,70,1,0,1 wound = D6 wounds
18=Rune of Might,50,1,0,Doubles bearers strength (max S10)
19=Curse Rune,25,1,0,Victims hit roll D6: 1-2 No effect; 3-4 -1S; 5-6 -1T
20=Rune of Breaking,25,1,0,If victim hit roll off vs wielder.  If wielder rolls higher, victim's magic weapon is destroyed
21=Rune of Fate,25,1,0,Doubles wielders wounds against first character hit for remainder of game.
22=Rune of Cleaving,20,1,0,Bearer gains +1 strength.
23=Rune of Fury,20,1,0,Bearer gains +1 attack.
24=Rune of Parrying,20,1,0,Cancels 1 enemy attack in HTH combat
25=Rune of Striking,20,1,0,Bearer gains +1 WS.
26=Rune of Cutting,10,1,0,-1 to enemy saving throw.
27=Rune of Fire,10,1,0,Weapon counts as fire damage.				
36=Master Rune of Kingship,100,4,1,Wearer/unit immune to fear & terror.  Always test leadership with unmodified LD 10.
37=Master Rune of Dismay,50,4,1,Once per battle every enemy unit must pass LD test or be unable to move or charge their next turn.
38=Master Rune of Spite,50,4,1,Rebound wound on 4+
39=Rune of Spellbreaking,25,4,0,Automatically dispells one enemy spell.  One use only.  Runesmiths only.
40=Rune of Luck,10,4,0,Re-roll any one dice throw.  One use only.
41=Rune of Passage,10,4,0,Ignores terrain movement penalties.  May not march move.
42=Rune of the Furnace,10,4,0,Wearer immune to all flame attacks magical or otherwise.	
43=Master Rune of Valaya,150,32,1,Dispell any enemy spell on 4+.  Any magic spells remaining in play within 12" automatically dispelled.
44=Master Rune of Groth One-Eye,100,32,1,All units within 12" test leadership with an unmodified LD 10.
45=Master Rune of Stromni Redbeard,100,32,1,+1 combat result to all units within 12".
46=Rune of Courage,75,32,0,Unit immune to panic, fear, terror, and stupidity.  Never breaks.
47=Rune of Fear,50,32,0,Unit causes fear.
48=Rune of Slowness,50,32,0,Enemy charging unit are -D6" to their charge distance.
49=Rune of Warding,50,32,0,Dispells enemy spell targeted at unit on 4+
50=Rune of Battle,25,32,0,+1 combat result bonus.


