Name |
Description |
Rarity |
Base
Cost |
Add
Cost |
Bracers |
Wearer may Parry. Does not occupy users
hands. May be used in conjunction with weapons
that allow parrys but not Bucklers or Shields. |
8 |
20 |
- |
Black Arrow |
One shot, non recoverable item. Anyone wounded
by the Arrow is immediately put OoA regardless
of remaining wounds. Strength as Bow used
to fire it. |
9 |
25 |
2d6 |
Helm of Protection |
The wearer is never Stunned, treating Stunned
results as Knocked Down. |
10 |
40 |
2d6 |
Miners Pick |
2 Handed, +1 Strength, Additional -1 Armor
Save. |
7 |
15 |
- |
Sword of Speed |
The bearer always strikes first, regardless
of circumstance. If fighting an opponent
with an identical ability (such as a spear
wielder), highest Initiative strikes first,
ties roll off. User may Parry. |
12 |
60 |
3d6 |
Axe of Destruction |
If an opponent is struck and wounded, they
take their armor save (if any) vs the attack
their as normal. However, if they roll a
'1' for their save their armor is permanently
destroyed. If the opponent would not normally
be able to make an armor save due to negatives,
they must still roll to see if they roll
a '1'. Additional -1 Armor Save (Axe) |
12 |
100 |
3d6 |
Bayonet |
Special Rules: Strike First: As spear; Unwieldy:
2 Handed HtH weapon; Only usable with by
a Hero equipped with a Handgun or Hunting
Rifle.. |
7 |
8 |
- |
Boots of Leaping |
The warrior can leap D6" every turn.
He can jump over enemy models and things
less than 1" high without penalty,
and over gaps. If the wearer also has the
Leap skill they may always Leap 6 full inches
without rolling. |
12 |
90 |
1d6x10 |
Club of Staggering |
Any foe reduced to 0 wounds by this weapon
is automatically stunned. No injury roll
is made, the target is simply stunned. If
the target wears a helmet, they may ignore
the Stunning attack on a 5+ rather than
the normal 4+, becoming Knocked down instead.
Not effective vs creatures immune to Stunning
such as True Undead. Dwarves recieve +1
to their roll to resist the Stunning effect;
thus Dwarves with a Helmet resist on a 4+,
Dwarves without a Helmet resist on a 6+,
and Dwarves with True Grit resist on a 4+. |
12 |
45 |
3d6 |
Drum of Doom |
Once per game the drum bearer may choose
to beat his drum rather than run, shoot,
or fight in HtH. When the drum is used,
the enemy warband suffers a -1 to all Leadership
rolls for 1 full turn, until the bearers
next recovery phase. This does not affect
models Immune to Psychology.
|
10 |
40 |
3d6 |
Liquer Flask |
Boss Umguk. May be used in the recovery
phase. If used, owner is immune to fear
until his next recovery phase. Two uses
each game, refilled for 5 gold crowns. Available
to any hero who can use equipment, doesn't
work on any hero immune to poison. |
7 |
30 |
- |
Orb of Death |
Once per game. Auto hit. Target must make
Ld check or go OoA. Not vs Blind (Augur)
or Immune to Psychology. |
12 |
100 |
2d6 |
Ring of Beguiling |
If the bearer of the ring can make a Leadership
roll, he may buy the item for the base cost
plus the minimum amount possible for the
variable cost without needing to roll the
dice. Thus if an item cost 30 + 3d6 gc,
the Beguiler would purchase it for 33 gold.
If the bearer fails his leadership roll,
the merchant detects his duplicity and refuses
to sell him (or anyone else in the warband)
the item at all. This only works for items
that have a variable cost associated with
them. |
10 |
45 |
3d6 |
Scroll of Resurrection |
1 Use Item, Rare 11: If the bearer of the
Scroll does not go out of action they may
use the Scroll imediately after any injuries
are rolled for. If used, the scroll returns
any one Hero that died during the previous
battle back to life. The Resurrected Hero
is completely healthy and is treated as
if a Full Recovery result was rolled on
the serious injury chart rather than a Dead
result. |
Should the bearer be killed or taken OoA,
the surviving non-OoA Hero with the highest
Leadership may make a Leadership roll to
remember the scroll and use it instead. The
Scroll may also be purchased after the game to
be used on a Hero that has just died. If the
Scroll is acquired it may be used as detailed
above except that it fails on a D6 roll
of a '1'. |
The Scroll may also be purchased to be used
on a Hero who has been dead for some time.
The scrolls power is sufficient to reconstitute
the Heros body. Regardless of the amount
of time the Hero has been dead, a roll is
made on the following chart:
|
Target Has Been Long Dead
- Law of Contagion: The resurrected Hero gets
to his feet and the caster drops dead.
- Zombie: the Hero's body is animated, but
the spirit is gone. The Hero becomes a zombie
with his prior profile and skills minus
magic use, a 2 Initiative, cannot run but
may charge, feels no pain, is immune to
poisons and Psychology, causes fear, and
never gains experience. Sisters, Dwarves,
Elves, and Witch Hunter bands immediately
destroy the Zombie. Other bands may keep
the Hero as a unique Henchman, but can never
ally with Sister, Witch Hunter, Elven, or
Dwarven bands.
- Backlash: The Hero using the scroll suffers
a magical backlash and misses D3 games.
The resurrected Hero suffers a permanent
-1 Toughness.
- Partial Success: The scroll seems to work,
but the resurrected Hero's spirit is not
firmly attached to the physical plane. At
the begining of each game roll a D6. On
a 1 the Heros drops dead again.
- Weakened: The Hero is resurrected, but has a permanent
-1 Toughness.
- He Lives Again!: The Hero is resurrected with no side effects.
|
|
11 |
75 |
3d6 |
Torc |
The wearer of a Torc has a special save
vs Critical Wounds scored against him in
HtH. Regardless of whether or not an armor
save is normally allowed, the wearer of
the Torc may ignore a Critical wound scored
in HtH on a D6 roll of 4+, reducing the
Critical Wound to a normal wound. No further
normal Armor save may be taken against this
wound, but Helmet saves may be taken as
normal if the bearer is stunned. |
8 |
20 |
1d3x10 |
Silver Bullets |
Boss Umguk\Killer Shrike. One Game. Attacks
using these bullets (in Shooting or HtH,
as pistols can attack in both) against true
Undead, Daemons, and other mystical creatures
and count as magical, negating special mystical
Unmodified Saves (not Dodge or Step Aside).
May also wound ethereal creatures. |
10 |
30 |
- |
Daggers of Hurling |
As throwing daggers, may be hurled up to
the Users Strength x 3 in inches. No penalty
for range or moving as normal. |
8 |
45 |
3d6 |
Hammer of Sigmar |
Boss Umguk\Killer Shrike. The bearer of
this holy tome will never break in hand
to hand combat when fighting Undead, Daemons,
or Spellcasters. Even if the warriors warband
routs, the bearer will stay in on the board
in HtH until he or his opponent(s) are taken
OoA. If the Hero is taken OoA after his
warband has Routed, he will automatically
die. Rare: 12 (Sisters of Sigmar and Witch
Hunters only). |
12 |
60 |
3d6 |
Cloak of the Bat |
The bearer may move laterally his full base
Movement without penalty and in mid air
as long as he ends his movement on solid
ground and at least 1 inch lower in height
than his starting point; this may be used
in conjunction with the Leap Skill for extra
distance. If used in conjunction with a
Diving Charge, the wearer need not make
an initiative roll and may make the charge
against a model within his Movement range
from the hieght he is diving from rather
than the normal 2". The bearer may
fall any distance without harm and with
no Initiative roll necessary as long as
he moves laterally a number of inches equal
to his base movement and the fall is intentional.
Should the wearer fall due to being Knocked
Down or Stunned near an edge and failing
an Initiative roll they fall as per the
normal rules. Not usable in conjunction
with Heavy Armor or a Shield. |
11 |
90 |
1d6x10 |
Stake of Sigmar |
Boss Umguk\Killer Shrike. Counts as Dagger,
but doubles strength against true Undead
and Daemons. Puts Vampires Out of Action
with one successful unsaved wound. Rare:
12 (Sisters of Sigmar and Witch Hunters
only). |
12 |
50 |
3d6 |
Falchion |
Parry, Strength as user +1, -1 Initiative
cost: 12 gc, Rare: 7
|
7 |
12 |
- |
Scimitar |
Parry, -1 to Parry but also to be Parried |
9 |
12 |
- |
Tulwar |
2 Handed, +1 Strength, may Parry, -1 Initiative |
9 |
17 |
- |
Khopesh |
2 handed, +2 Strength, Strikes Last, +1
to Parry -1 to be Parried |
9 |
23 |
- |