Written by Mike Marshall
(Check Mike's
Web page for updates and new materials.)
The Helm of Emotions (50 points)
This cunning item enables the wearer to broadcast his emotions to any unit
that he is in base to base contact. The effect of this is that the unit
becomes subject to the same psychology as the helms wearer. For example,
if the wearer was subject to frenzy then any troops led by him are also
subject to frenzy. Note that this item cannot be used to cause psychological
reactions in troops normally immune to psychology such as Dwarf Slayers
and Skeletons.
Written by Adrian Matthews
Talisman of Control (50 points)
Wizards of all races enchant these wondrous items with the heart of a lion,
a fragment from a victorious army's standard and a battlefield command
roared by one of noble lineage. The talisman itself is of purest gold and
glows when worn by natural leaders. The bearer's presence on the field
is felt more keenly by his troops and his orders carry an air of supreme
confidence. If alongside the army standard bearer the talisman's power
is enhanced due to the closeness of the army's most treasured possession.
The Talisman of Control increases the General's command distance by
6". So now his effective radius of control is 18". If the Army
Standard Bearer is beside him then break tests may be re-rolled up to 18"
away.
GENERAL ONLY
Example of use: Goblin Warlord (LD 7) takes the Talisman of Control and Crown of Command. The unit he is with takes all psychology/break tests at an unmodified 10. Units up to 18" away take psychology tests at LD 10. If alongside the Army Standard Bearer they may re-roll break tests but they are modified, e.g., Goblin unit with boss (LD 5) defeated by 2 wounds in a combat. General and Army Standard Bearer are 16"away. They take a break test using an effective LD of 8 (since the General's LD due to the crown is only unmodifiable for the unit he is with). They may re-roll this test if they initially fail.
Shield Bearers aren't a magic item per se, but are included here because a Shield Bearer will constitute as one of a characters magic items. Shield Bearers are bondsmen or other oath-takers who have sworn to quite literally defend their liege-lord with their life.
Shield Bearers may take wounds for heroes, generals, and wizards when next to them in Missile or HtH. Once a wound has been established (S vs. T) the Shield Bearer may choose to receive it and may attempt a save, but this must be done before the character attempts to save. If the shield bearer fails their armor save, they take the wound (and usually, of course, perish).
The Shield Bearer must always remain in base-to-base contact with their character. If they are ever separated, the Shield Bearer will move in a straight line toward their lord, fighting any enemy who stands in the way. When the Shield Bearer is not in base-to-base contact, the lord does not receive any protection from the Shield Bearer. The Shield Bearer cannot be mounted, but they can be in a vehicle if their liege-lord is also in the vehicle. A bodyguard loses one main of their attacks in trying to protect their lord, so if they would normally have one attack, they will have no attacks unless they carry an additional hand weapon.
The Shield Bearer may be taken as a "generic" trooper of the race (no elites), and costs double the normal figure cost, after equipment and magic items are added. A champion level character may also be used, at their base cost plus any equipment or magic items.
Only one Shield Bearer may be taken per character, out of their magic item allotment.
A sneak preview of the new magic items available in Chronicles of War, by Games Workshop.
Battle Stone of Le Marquis (25 points)
Use at any time to add +1 Attack in close combat for one turn. If character
is with a unit then the entire unit gains the bonus. The modifier is applied
after all other modifiers (i.e. frenzy!)
USE ONCE AND DISCARD.
The Gem of Taranto (50 points)
May be used against any spell cast on a character or unit he is with. Spell
card is taken and may be used by model with this magic item for the rest
of the battle.
WIZARDS ONLY. USE ONCE AND DISCARD
The Magic Mirror (50 points)
May be used to reflect any spell cast on a friendly model or unit back
at its caster. The caster is affected by the spell instead of the target.
Wizards only. Use once and discard.
Amulet of Power (30 points)
May be used to add +2 to the wearer's strength. Roll a D6 at end of any
turn in which amulet is used. On a roll of 1 it explodes (discard) and
user takes D3 S3 hits with no save allowed for armor or other magical items.
The Hungry Maw (50 points)
May be used to dispel any spell cast on a friendly model or unit. Spell
is lost and may not be used for rest of battle.
WIZARDS ONLY. USE ONCE AND DISCARD.
Hypnotic Eye Scroll (50 points)
May be used against any spell cast by an enemy wizard. Enemy must take
a Ld test. If test is passed then spell is simply dispelled. If test is
failed then you may decide how the spell is used.
WIZARDS ONLY. USE ONCE AND DISCARD.
Mystic Maze (5 points)
May be used against any spell cast on a friendly model or unit. Spell scatters
3D6" in random direction decided by scatter dice, hitting first target
along its path.
WIZARDS ONLY. USE ONCE AND DISCARD.
The Mystic Shield of Brag (10 points)
May be used to dispel any spell cast on a friendly model or unit.
WIZARDS ONLY. USE ONCE AND DISCARD.
Bufo's Hex Scroll (50 points)
May be used against any spell cast on the model with this item or the unit
he is with. Spell is dispelled and caster is turned into a toad! Enemy
may not cast spells and has all characteristics reduced to 1. Roll a D6
at end of each subsequent magic phase: enemy reverts to normal form on
a roll of 4+. If enemy is slain while a toad they will not 'come back to
life' when hex wears off.
WIZARDS ONLY. USE ONCE AND DISCARD.
Chalice of Fate (10 points)
Forces a re-roll of Winds of Magic dice roll. Second roll must be accepted.
WIZARDS ONLY
Lifestone of Ashraaz (25 points)
Wearer may swop their wounds characteristic with one enemy character
that is in base to base contact. This may take the bearer over his starting
wounds score.
USE ONCE AND DISCARD.
Bow of Tor Alessi (5 points)
Bow has a range of 24" and S3. User may fire before or during movement
phase instead of shooting phase and receives a +1 to hit modifier.
Potion of Battle (15 points)
Increases drinkers Attacks characteristic by D6 points for one turn, after
any other modifiers have been applied (i.e. frenzy!) If this takes the
drinker's Attacks total to 7 or more then he falls over dead from exhaustion
at the end of the combat phase!
USE ONCE AND DISCARD.
Firestorm Icon (40 points)
Casts a fireball spell in each magic phase (no power required). Unleashes
D3 fireballs with range of 24", which hit first model in path inflicting
S4 hit with no armor save allowed. Magic armor and other protective devices
may save normally.
Boots of Flight (25 points)
Wearer can fly 18" per turn, as described in the flying rules. Note
that boots don't allow creatures ridden by the wearer to fly (unless they
can already, of course).
Sword of Hoeth (25 points)
This is a two handed-sword (+2 S) which does not strike last. May not be
used with a shield or additional hand weapon.
HIGH ELVES ONLY
Horn of Defiance (50 points)
May be used once per battle at start of hand to hand combat phase. Any
friendly units within 12" may double their rank bonus but cannot pursue.
USE ONCE AND DISCARD.
The Star of Admantine (65 points)
Written by Deadpool
The Star of Admantine is an ancient talisman carved of the purest Adamant Stone. It gives its bearers armor incredible strength and resilience.
The Star may be carried by any character, but may NOT be combined with magic armor of any sort including Savage Orc tattoos, Chaos armor, warpaint, or the Standard of Shielding.
The star gives makes all armor (even the save granted for being mounted) count as magic armor for purposes of saves. The strength the star imbues the armor with makes it difficult to penetrate the armor. All strength or magic modifiers are halved, rounded down, and when no save is permitted, the armor will save on a 6. This item will work whether the character has just a shield or heavy armor, shield, and barding. The star give the save of 6 versus spells that offer no save also.
Wings of Daundantilaud (50 points)
Written by Steve Lovaas
Daundantilaud was a famous magician, half crazed as most magicians are, who tried to create a magic item to allow him to fly with the dragons (he figured you could lean much more from them that way). While his experiments proved futile more often than not, he eventually fashioned a suitable harness-like device - with the aid of some of the greatest dwarfen smiths available in the empire - which gave a user magical "wings."
When worn, all the rules pertaining to flying creatures apply (including flying high, aerial attacks, spells like Tempest, and items like the Scarecrow Banner and the Orb of Thunder, etc.).
In 2305, while the Empire still looked with fear toward the Realm of Choas to the North, Emperor Magnus the Pios asked the Mages of the Colleges of Magic to create new magic items in case the threat reappeared.
Over the next five years, this request became the foundation of internecine feauds, feuds, conflicts, and practical jokes, fueled by each college's jealous and fearful disdain for their brethren. Magnus, at the time, was concerned with rebuilding his army, creating alliances with his neighbors, and promoting the welfare of the general population; he had no time to concern himself with the intellectual elite in the Colleges of Magic and their petty feuding. When an escalating exchange of practical jokes led to the burial of downtown Nuln in the a half foot of green jello (allegedly a creation of the Gold Mage Flatulance the Undying), Magnus was forced to intervene. His interdiction finally solved the raging rivalries, and the mages sat down to work (though it is rumored that and edict, requiring the mages to scub the insides of the Blow-eel reflecting pool in the court at Nuln made sitting down a bit uncomfortable).
And so, the Great Mages of the Colleges of Magic set about combining their powers to build new artefacts for the defense of their realm. Following are some of their greater creations.
College Scrolls (25 points)
As part of their effort, the mages created hundreds of scrolls with words
of power, to be passed out among the non-magic casting nobles for use in
battle. Over time, as houses rose and fell, and records were lost to war
and accident, the scrolls have been swept throughout the realm, and are
often found in the most impossible of locations.
At the beginning of the game, after magic cards have been dealt out to all wizards, mix up the magic college symbols in a cup (the chits are included in Battle Magic). Draw a token for the character carrying the College Scroll, and a single spell card from the appropriate deck. This spell may be cast once during the game, and does not require any winds of magic cards, and is cast as if with Total Power.
In some rare cases, the family has kept some records of their ancient heirloom. The character should roll a d6. On a roll of 1, the user may repick the spell color, or trade in the card for another card from the same deck.
Horn of Calling (15 points)
The Horn of Calling was developed by combining powerful spells to make
a sounding of the horn cause great disturbances in the Winds of Magic.
When blown before a charge, the unit is protected from all spells until
the end of the turn. Only a spell cast with Total Power may affect the
unit. The Horn may be blown once per battle. Unlike the normal rule limiting
items to characters, this magic item may be given to a musician. (Musicians
cost twice the points cost of a regular trooper.)
ONE USE ONLY
The Banner of Unity (100 points)
The Banner of Unity was made by the Colleges of Magic to lead sorceror's
into battle. It has been imbued with great magical powers, which may be
invoked once per turn during the magic phase. The banner is usually carried
into battle by a first level mage. Mix up the College Magic tokens in a
cup, and draw three tokens before the battle. Each ability (described below)
may be used once during the battle - simply discard the chit when used.
As well as its special abilities, the Banner will dispel any enemy spell cast at the character or unit on a d6 roll of 4 or more.
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