Magic Weapons
This most deadly of blades is a prison for the essence of a powerful Daemon. Though this sword is an artefact of utmost power, the Daemon within it is treacherous indeed, and will turn against its jailor in the blink of an eye.
A character with the Daemonsword adds D3 to his Strength and has an extra D6 Attacks, to a maximum of 10 (roll separately for these values at the start of each round). However, every roll of a 1 to hit in close combat is resolved against the bearer instead of the enemy. Furthermore, the character can never re-roll a to-hit roll of a '1' in close combat.
This blade was made from a single, searing flame that was hammered into material form and quenched in the blood of a fire-djtnn. Its fierce heat is released upon its victims as each blow is struck.
Flaming attacks. Each unsaved wound caused by the Hellfire Sword causes not one but D3+1 wounds.
The Sword of Change has the power to reduce those it pierces into mindless, flailing mounds of flesh.
Confers +1 Strength. Every time an enemy character or monster takes an unsaved wound from the Sword of Change it must take a Toughness test. If the test is failed, the victim becomes a repulsive Spawn-thing. All enemy models in base contact with the victim take a S4 hit as the Spawn-thing flails wildly in its death throes (unsaved wounds will count towards combat resolution). The victim is then removed from play.
The Aethersword flickers and swirls between a bundred dimensions every second. Be the enemy's faith in steel, ithilmar or gromril, there is no shield that can halt this blade's wrath.
The Aethersword ignores Armour saves.
The Berserker Sword has the essence of a Bloodthirster of Khorne bound within. It fills those who carry it with a fury that is stoked by the fires of adversity.
Models on foot only. The Berserker Sword confers a number of extra Attacks equal to the number of enemy models in base contact.
These evil blades were forged from black gromril by the Dwarf Runesmith Grugni Ironheart, a secret worshipper of the Chaos Gods.
The wielder gains +1 Weapon Skill, +1 Strength and +1 Attack.
This blood-forged axe is a sign of Khorne's favour, and unerringly severs heads so that yet more skulls might be laid at Khorne's feet.
This axe confers +1 Strength and the Killing Blow special rule upon the bearer.
This thin, elegant blade is engraved with thousands of whispering red-lipped mouths and edged with the eye-teeth of innocents. It can bestow crippling bliss with the slightest scratch.
Each time the Rapier of Ecstasy inflicts an unsaved wound on a model, that model must pass a Strength test or be removed from the game.
It is rumoured that this ancient and filth-encrusted blade was the first sword ever to be forged. It seems to have an uncanny power over other weapons.
Any 'to hit' rolls directed against the bearer that result in the roll of a '1' instead hit the attacking model.
This heavy-headed mace, oozing with necrotic slime, bears an enchantment that can ensnare souls. The screams of the tortured spirits within are deafening and horrifying in equal measure.
All attacks with the Filth Mace count as Poisoned Attacks. In addition, once the bearer has killed an enemy model in close combat, he causes Terror for the rest of the game.
As it is swung, this ever-hungry blade growls and snarls like a beast desperate for the taste of raw flesh.
A character with the Rending Sword may re-roll failed 'to wound' rolls.
Heavy with the weight of aeons, this rusted but powerful weapon ages its prey at an incredible rate, granting the kiss of centuries to anything touched by its time-blackened blade.
Any model that suffers an unsaved wound from this weapon has its Strength and Toughness reduced to 2 at the end of that combat phase. This penalty is effective for the rest of the game.
The Whip of Subversion is a snaking strap of spiked leather soaked in the spittle of a hundred she-daemons. It can turn a champion into a traitor or a priestess into a whore with but a single caress.
If an enemy character or monster takes an unsaved wound from the Whip of Subversion and that model has not yet made its attacks for that round, then the Chaos player may force it to allocate its attacks upon other models from its own side. Wounds caused count towards the owning model's combat resolution.
Magic Armour
Over time this armour has sank beneath the skin of the wearer, giving him a terribly distorted appearance but dramatically increased resilience.
Chaos armour. The Skinhidden Plate confers +1 Toughness upon the wearer.
This shield was created by bitter Chaos Dwarf forgemasters as a defence against the runeweapons of the sons of Grungni.
Shield. Negates the power of any magic or runic weapons carried by models in base contact - treat them as ordinary non-magical weapons of their type.
This ornate suit of Chaos armour shimmers with the eldritch energies of the Chaos Wastes, distorting the wearer's outline and clouding its foes' minds.
Chaos armour. Any model striking the wearer in close combat must re-roll successful rolls to hit.
The rich crimson metal of this armour flares into a storm of blood-coloured light when its wearer wills it, dazzling those who would strike him a mortal blow.
Chaos armour. The wearer is immune to Killing Blow. Furthermore, wounds suffered by the character can never be converted into multiple wounds - they do a single wound as normal.
This artefact was not forged but hewn from rock; rock that was once part of the Chaos moon Morrslieb.
Chaos armour. Confers a 4+ ward save against non-magical attacks.
Zhrakk was the scourge of the Empire in its foundling days. When Zhrakk was finally laid low his all-enclosing armour was found to be empty but for an overpowering stench of brimstone.
Chaos armour. The bearer is Immune to Psychology and also immune to Killing Blow and Poisoned Attacks, which must roll to wound as usual. However, the bearer may never confer his Leadership to others.
Talismans
Each facet of this intricately carved gemstone shows scenes of a different vice. Those who so much as glimpse it become entranced.
All enemy models in base contact with the bearer of the Beguiling Gem must take Leadership tests at the beginning of each close combat round. If it is failed, they may not make any attacks that round, and any attacks directed against that specific model (not the unit that model is in) will hit automatically.
Cut from the head of Aekold Helbrass, when coated in the user's blood this withered tongue comes to life, babbling in the tongue of Daemons and disrupting the spellcasting of even the most powerful mage.
One use only. The Black Tongue can be used to automatically convert an unsuccessful spellcasting roll into a Miscast. The owning character then takes a wound that may not be saved by any means.
The warrior's helmet is crafted into a magnificent crown of spikes and horns that radiate invigorating dark power.
The bearer gains the Regenerate ability.
The Blasphemous Amulet surrounds the wearer with a seething nimbus of magic that warps and mutates those close by.
At the start of every friendly Magic phase, any enemy models in base contact with the bearer (including monstrous mounts) must pass a Toughness test or lose one wound with no armour saves allowed.
The Champion has bested a Flesh Hound of Khorne in unarmed combat and won the right to wear the beast's rune-etched collar around his own neck.
The model with the Collar of Khorne has Magic Resistance (2) and a 6+ ward save.
This potent talisman consists of a filigree of witch-hair cradling the fossilised eye of a Lord of Change. It is said to give the bearer a sixth sense that warns him of threats from afar.
The model has a 4+ ward save against all normal and magical missiles. This does not apply to his mount.
Originally crafted by Ku'gath Plaguefather himself, the Necrotic Phylactery absorbs all curses and poisons.
The model carrying the phylactery is immune to Poisoned Attacks, which must roll to Wound as normal. He is also immune to the effects of spells from the Lores of Death and Nurgle. Lastly, the bearer automatically passes all characteristic tests (except Leadership tests).
Arcane Items
The polished skull of the daemonologist Katam constantlv whispers dark words of power into the minds of those nearby.
The bearer and any other Wizards within 3" (friend or foe) add +1 to their casting rolls.
Dancing on the Winds of Magic like a marionette upon its strings, this eldritch homunculus draws upon wild magic and channels it to his master's whim.
A Sorcerer with an Infernal Puppet may opt to modify any rolls on the Miscast table made by any Wizard on the battlefield by up to D3. For instance, an enemy Wizard miscasts, and the Puppet's owner rolls a 2 on his D3, allowing the Chaos player to add or subtract up to 2 from the miscast result the enemy Wizard rolled.
The Sorcerer holds a phial of liquid balefire, which when tasted lends his skin an iridescent glow and his words the chime of supernatural command.
A model with the Blood of Tzeentch may re-roll one casting dice per turn, provided it was not originally a roll of a 1.
The Familiar acts as a tiny magnet for the inconstant zephyrs that power its master's spells.
The familiar adds one power dice to its owner's pool during each friendly Magic phase.
A lightning fast Warrior Familiar, often taking the form of a diminutive Chaos Warrior or tiny monster; accompanies its master and fights to protect him.
At the beginning of each Close Combat round, before blows are struck, the familiar inflicts one S5 hit on a single model in base contact with the Sorcerer, chosen by the owning player.
A spell familiar memorises a spell on its master's behalf, constantly rehearsing for its big moment until it is called upon to share its arcane knowledge.
The familiar's owner knows one more spell than is normal for his level. Note that this does not increase his magic level.
Enchanted Items
The bearer wears around his neck a tiny brass skull filled with the blood of a Daemon Prince of Khorne. When the Bloodskull's contents are tasted, the bearer becomes a maelstrom of violence.
Models on foot only. Instead of making his normal attacks for that round, the wilder of the Bloodskull Pendant may choose to inflict a S8 hit on every enemy model in base contact. These hits have the Killing Blow special rule.
This pitted iron rod hums with malefic energy. When pointed at the foe it can cause crippling pain.
Bound Spell, power level 3. The Rod of Torment holds a magic missile that has a range of 18" and causes 2D6 Strength 3 hits.
May not be taken by models with the Mark of Khorne. The Book of Secrets contains many dark truths, but all too often the price of such knowledge is life itself.
The bearer knows a random spell from the Lore of Fire, Shadow or Death (player's choice) and generates a single extra power dice, though he does not generate extra dispel dice. If the bearer ever miscasts, roll 1D6+1 instead of 2D6 on the Miscast table.
This ornate full-face helm has no eyeholes, but is covered with magical eyes that, it is said, can see into the souls and minds of men.
The wearer has the Always Strikes First rule. However, due to the random and conflicting images that confront him, the character is subject to Stupidity.
The champion of Chaos carries a skull filled with Nurgle's most virulent poxes and sealed with blood-laced wax that explodes when thrown at the enemy.
One use only. The Death's Head is a thrown weapon with a range of 12". The Death's Head always hits on a 2+. Any unit hit by the Death's Head must take D6 Toughness tests, distributed as for shooting. For each failed test the model(s) that failed that test will take a wound with no armour saves allowed.
This pendant burrows deep into the owner's chest and nestles next to his heart, invigorating him with sublime energy whenever he feels pain.
For each unsaved wound the character suffers he gains +1 Attack for the rest of the battle.
The bearer carries an obsidian pendant that marks him as truly chosen by the Dark Gods.
After rolling on the Eye of the Gods table the bearer may add or subtract one from his roll. This may not affect the roll of a natural 2.
Magic Standards
Forged in the red-lit depths of Zharr Naggrund, the Banner of the Gods induces dread in the enemy and unshakeable courage in the servants of Chaos.
The model bearing the Banner of the Gods causes Terror. All friendly units within 6" of the banner become Stubborn.
A collection of ragged skins strung over a framework of Trollbone, the Doom Totem exudes a potent magic that demoralises and appals all who look upon it.
All enemy units with line of sight to the Doom Totem are at -1 Leadership.
The Banner of Wrath is surrounded by seething Daemons that lash out at the enemies of Chaos with bolts of dark lightning.
Bound Spell, power level 4. This banner contains a bound magic missile with range 24", causing D6 Strength 4 hits.
The Blasted Standard burns with coruscating magical flames that explode outward to consume or deflect any missile that comes near it.
The unit with the Blasted Standard has a 5+ ward save against all attacks made in the Shooting phase.
Sewn from strings of congealed gore, this banner radiates a bloodlust so strong that those beneath it are goaded into a state of permanent rage.
The unit with this banner has the Frenzy special rule. They will never lose their Frenzy, even if beaten in close combat.
This putrid, rotting standard constantly seeps with a horrendous gruel of pus and mucus, infecting all around with debilitating plagues.
Any model that does not have the Mark of Nurgle and is in contact with the banner bearer at the start of the friendly Magic phase must pass a Toughness test or suffer a wound with no armor saves allowed.
This banner is fashioned from the flensed skin of a dozen hysterical maniacs. It drives those beneath it into a euphoric state that even the fear of death cannot mar.
Any time a unit with the Rapturous Standard takes a Break test that includes a double or the roll of a 1, that roll is counted as an Insane Courage! result.