Source: Warhammer Fantasy: 7th Edition

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Magic Weapons

Battleaxe of the Last Waaagh!(Magic Weapon)100 points

Revered subject of the Orc myth of the end of everything where Gork's (or possibly Mork's) chosen Best Boss Ragnar goes mad and destroys the whole world in an unstoppable orgy of fire and slaughter. This is foretold as the Day of Ragnarork.

Orcs only. The wielder of this weapon receives a bonus equal to his unit's rank bonus to both his Attacks and Strength calculate this when the welder makes his attacks.

Warboss Ironclaw's Waaagh! Cleava(Magic Weapon)100 points

One of thousands of blades from Gorbad Ironclaw's trophy pile, this sword has been 'improved' countless times by Orcish blacksmiths. At its core is a barely tarnished blade that will never lose its edge, as is the case with the most exquisite Dwarven craftsmanship.

Orcs only. All hits from this weapon wound automatically and allow no armour saves.

Basha's Bloodaxe(Magic Weapon)50 points

Every Orc who has come to wield this are has been overwhelmed with an incredible (and to Orcs, wholly admirable) bloodlust that can only be quenched by the wielder's death.

Orcs on foot only. Grants +1 Strength in the first round of combat. The wielder of this weapon is subject to Frenzy. However, rather than receiving 1 additional attack for his Frenzy, the wielder receives D6 extra attacks. The wielder can never lose his Frenzy and may not join units (other Orcs are happiest to admire him from a distance).

Shaga's Screamin' Sword(Magic Weapon)50 points

This blade has a curious enchantment that seems to empower the wielder in a manner proportional to the volume of insults he shouts at his foes.

The wielder of this sword receives +1 Strength and +1 Attack for each enemy character within 12".

Pork's Pigstikka(Magic Weapon)40 points

In battle, the gleaming point of the Pigstikka pierces enemy armour with ease, skewering several foes with one strike; "ready for later" as Porko used to say, referring to the traditional after-battle barbecue.

Mounted models only. Spear. On the turn the wielder charges, he receives an additional attack for each point of rank bonus that the unit he is attacking has (up to a maximum of +3).

Skull Wand of Kaloth(Magic Weapon)40 points

Originally captured from the Necromancer Kaloth, this staff fascinated the Goblin Shaman Kazgi, who spent long hours attempting to plumb its secrets - until his mysterious disappearance.

Shamans only. For each successful hit inflicted by this weapon, the victim must pass a Leadership test (on its own, unmodified Leadership) or be slain instantly. No armour, ward or regeneration saves are allowed against this special attack. If the tests are passed, roll to wound as normal.

Backstabber's Blade(Magic Weapon)25 points

Whilst Orcs are happy to fight anyone, anywhere, anywhen, Goblins are much happier if they can wait until their target is facing the other way.

Goblins only. Grants poisoned attacks. Grants the welder +1 Strength if he is attacking the enemy in the flank and +2 Strength if he is attacking them in the rear.

Ulag's Akrit Axe(Magic Weapon)25 points

In battle this weapon writhes in the hands of the wielder, seemingly always having a shrewd idea of how best to strike the enemy.

The wielder may re-roll any missed to hit rolls. It also grants +1 Strength in the first round of combat.

Martog's Best Basha(Magic Weapon)15 points

Old Warboss Martog the Mauler had a vast collection of weapons - most of which were stolen from other owners. His most favouritist of all was a massive Dwarven axe, heavy with runes and (since Martog's possession of it) Dwarven blood.

The wielder of this blade gains +1 Weapon Skill, +1 Strength and + 1 Initiative.

Wollopa's One Hit Wunda(Magic Weapon)15 points

Goblins still talk of the rebellious Wollopa, of his tremendous weapon and his even more awesome ability to outrun a galloping boar when he missed his target (which happened more often than not).

Goblins only, one use only. Once per game, this weapon grants the wielder Strength 10 for the duration of the combat phase. Use of the One Hit Wunda must be declared before the wielder makes any rolls to hit.

Sneaky Skewerer(Magic Weapon)10 points

Though crude enough to be readily recognisable as being born of Goblin craftsmanship, this sword has an unerring ability to find the vulnerable spot.

Goblins only. Wounds caused by this weapon suffer an additional -3 save modifier.

Lucky's Dirk(Magic Weapon)5 points

An unusual magic is bound into this blade, growing stronger the more magical items there are nearby.

Goblins only. If the bearer strikes an enemy character carrying one or more magic items, his hits are at +1 Strength for each magic item.

Magic Armour

Armour of Gork(Magic Armour)50 points

If armour is made with the correct rituals instead of just being bashed out of whatever bits of metal come to hand, it can be enchanted by a Shaman to offer a more formidable form of protection.

Light armour. The wearer has +1 Toughness.

Spiteful Shield(Magic Armour)25 points

This shield has razor-sharp teeth that snap and bite against unwary foes, making its bearer noticeably more dangerous and amused in equal measure.

Shield. Any foe that rolls a 1 when attempting to strike the bearer in close combat suffers a Strength 5 hit for each such roll.

Talismans

Effigy of Mork(Talisman)35 points

This ancient and slightly crumbly statue of Mork was formed from his own dung (or so it is said) in some distant age. Though it has undoubtably received several homegrown additions in more recent times.

All close combat attacks made against the bearer suffer -1 to hit.

Warboss Umm's Best Boss 'At(Talisman)30 points

This rune-encrusted and rather squashed looking helmet once belonged to a Dwarf king, or so legend tells.

Amulet of Protectyness(Talisman)25 points

The best form of attack is defence, and the best form of defence is the kind you can borrow' from your opponent, particularly if it's better than yours.

When the bearer of this amulet is wounded, he counts as having the same armour save and ward save as the model that caused the wounds.

The Collar of Zorga(Talisman)5 points

This studded collar is inscribed with ancient glyphs entwined with the shapes of mysterious beasts. The wearer can stare imperiously at any beast that dares confront him and say "Don't even fink abart it!' or something like that, and the beast cowers before him.

Steeds, monsters (ridden and unridden) and beasts pulling chariots require 6s to hit the bearer.

Arcane Items

Idol of Mork(Arcane Item)50 points

Mork loves nothing so much as seeing Orcs smashing their foes to the ground in a bloody mêlée. It is no surprise therefore that this Idol channels extra power to its bearer when the Waaagh! is breaking heads, and dissipates it when the greenskins are in retreat.

Orcs only. At the start of the controlling player's magic phase, the Idol of Gork adds one dice to the player's power pool for each Orc unit of twenty or more models in combat within 24" of the bearer. It removes one dice from the Orcs & Goblins player's power pool for each fleeing friendly unit of twenty or more models within 24" of the bearer.

Staff of Sneaky Stealin'(Arcane Item)50 points

Goblins are well known for their ability to treat other people's property as their own and this generous trait even extends to magical power - as the seemingly Dwarven workmanship of this staff would attest.

Goblins only. At the start of each of your opponent's magic phases, you may take one dice from your opponent's power pool and add it to your dispel pool.

Staff of Baduumm(Arcane Item)40 points

Shaman Baduumm was a rebellious Savage Orc who dabbled in raw Waaagh! power more than was healthy for him. His charred staff retains an aura of power and an unlucky reputation.

Adds +1 to any casting attempts made by the bearer.

Magic Mushrooms(Arcane Item)10 points

Most favoured of all mushrooms are those that grow in the deepest and darkest of caves and glow with an eerie green light. If consumed by a Shaman they can increase his oneness with the Great Green. They can also do something very nasty to his innards. Or both.

Night Goblins only, one use only. A single Magic Mushroom may be eaten to add D6 to the casting roll of a single spell. Decide after you have rolled your normal casting dice and add the D6 result to the total. However, if the 'Mushroom dice' is a 1 then the spell is miscast. A Shaman may carry any number of Magic Mushrooms, up to his maximum allowance for magic items. Buying one or more Magic Mushrooms does not count as taking an arcane item.

Waaagh! Paint(Arcane Item)10 points

The crude Orc glyphs with which the Shaman has covered his body call upon the favour of Gork and Mork, but only bestow aid upon the Shaman when wetted with blood.

Orcs only. If the Shaman is in combat at the start of the Orcs & Goblins magic phase, he receives +2 to any casting attempts.

Enchanted Items

The Horn of Urgok(Enchanted Item)40 points

If truth be known, most of Urgok's victories can be ascribed to the terrifying sound of this enchanted horn rather than his own generalship.

Bound item, power level 5. When this horn is sounded, all friendly units receive +1 Leadership (maximum of 10) and all enemy units suffer a -1 penalty to their Leadership until the end of the sounding player's turn. Roll a D6 after each use. On the roll of a 1, the bearer suffers a Strength 5 hit with no armour saves allowed as the power of the horn sounds the bearer instead of vice versa.

Ironback Boar(Enchanted Item)35 points

A bizarre mechanical contraption created by Chaos Dwarf engineers, this boar weighs even more than its living cousins and is just as evil-tempered.

Orcs only. Boar. When charging, this steed does D3 Strength 5 impact hits in addition to its normal attacks.

The Pipes of Doom(Enchanted Item)35 points

A particularly fearsome set of squig-pipes, the ululating scream they emit when played can put cavalry to flight in a desperate attempt to escape the awful wail.

Night Goblins only, one use only. The pipes can be played at the start of the shooting phase. Each enemy cavalry unit, monster (ridden and unridden) and chariot within 24" must take a Panic test.

Bigged's Kickin' Boots(Enchanted Item)30 points

Bigged, an old and boastful Orc, made his last boast in front of an Empire cannon. Only his boots were recovered - though his vengeful spirit (and the odour of his feet) lingers on.

Grants the wearer + 1 Attack on his profile.

Warboss Imbad's Iron Gnashas(Enchanted Item)30 points

A buge metal jaw plate that belonged to the infamous Imbad. Such is the excessive bloodlust displayed by any Orc who dons this artefact, many believe that Imbad's psychotic spirit lives on within, urging the wearer on.

The character wearing the Gnashas gains the Killing Blow special ability in close combat. Chomp!

Brimstone Bauble(Enchanted Item)25 points

Originally taken from the charred corpse of a Dark Elf corsair, this gemstone unleashes furious magical energy on anyone foolish enough to strike its bearer.

Goblins only. When the bearer is slain, all units (friend or foe) in base contact suffer D6 Strength 6 hits, distributed as for shooting. If the bearer is in close combat any wounds caused count towards combat resolution. If the bearer is fleeing, this item has no effect.

Maad's Map(Enchanted Item)25 points

A Goblin explorer without peer, Maad discovered many uncharted passes through the Worlds Edge Mountains sometimes the same one several times in a single day.

Models on foot only. Before deployment begins roll a D6. On 2-6 the bearer of the map may be deployed as a scout. On a roll of a 1, he got lost and must be deployed as normal.

Tricksy Trinket(Enchanted Item)25 points

If there's anything Goblins hate more than a fair fight, it's a fair fight where the other guy has some kind of magic wotnotz shielding him from a perfectly acceptable stab in the back.

Goblins only. Models in base contact with the bearer (friend or foe) may not take ward saves.

Mad Cap Mushrooms(Enchanted Item)20 points

Many kinds of fungus grow in the dark, dank caves of the Night Goblins, including the rare and treasured Mad Cap Mushrooms. Part of these form the deadly brew that sends the Fanatics wild, but only a small part. If they get a whole one each they go really mad.

Night Goblins only. If the character is with a unit of Night Goblins when their Fanatics are released he may give them each a Mad Cap Mushroom before they go whirling off. If they hit a unit (from either side) on the turn they are released they may re-roll the number of hits caused.

Nibblas 'Itty Ring(Enchanted Item)20 points

This crudely made gold ring has a huge green gemstone stuck to the top and glows even in full daylight. It is possible to harness the power within the ring to call upon the favour of Gork and Mork, but it is not always safe to do so...

Guzzla's Battle Brew(Enchanted Item)15 points

Brewed with dangerously narcotic mushrooms and all manner of other, less identifiable, ingredients, this pungent liquid can rouse a greenskin to prodigious feats, or rot his innards into an unmentionable state.

The character with the brew is assumed to have bolstered himself before the battle - roll a dice and consult the following table to determine the effects upon the drinker:

D6

Result

1-2

Subject to Stupidity for the remainder of the game

3-4

Hatred of all enemies for the remainder of the game

5-6

Hatred of all enemies and Frenzy for the remainder of the game

Magic Standards

Bad Moon On A Stick(Magic Standard)50 points

The ancient Bad Moon banner is tattered and stained, but is still much revered by the Night Goblins and fills them with bravery. of a sort.

Night Goblins only. All Night Goblins in this unit are Stubborn.

Mork's Spirit-totem(Magic Standard)50 points

Mork's Spirit-Totem is a flag or, more often, a carved effigy of the great god Mork. Through the totem's eyes he watches over the greenskins and protects them from bad spirits, confounding the sorcery of enemy wizards.

Orcs only. This magical banner adds a number of dispel dice to the pool equal to the unit's rank bonus.

Rowdy Grott's Big Red Raggedy Banner(Magic Standard)50 points

The big red raggedy banner belonged to the rabble rousing Rowdy Grott. Rowdy was an uppity Orc runtling who led a revolt of Goblins and Snotlings against his biggers and betters.

Goblins only. All Goblins within 12" of this banner may re-roll failed Panic tests.

The Spider Banner(Magic Standard)50 points

Originally belonging to the Rootgrubbas Forest Goblin tribe, this banner appears to have been blessed by their fierce arachnid god, whom they revere alongside Gork and Mork.

Goblins only. All Goblins in this unit have poisoned attacks (shooting and combat)

Gork's Waaagh! Banner(Magic Standard)25 points

On the eve of battle the greenskin shamans invoke the spirit of the great god Gork before the tribe's mighty Waaagh! banner. The banner is liberally daubed with vast quantities of Orc dung, blood and spittle that will serve to absorb the battle-thirst of Gork.

One use only. The unit adds D6" to its charge move. Declare charges first and then roll. If the charge is failed the unit will move forward its normal failed charge distance.

Nogg's Banner of Butchery(Magic Standard)25 points

Nogg's notorious Banner of Butchery has been around so long it has absorbed a great deal of primal Orcishness as well as huge quantities of blood.

One use only. All models in the unit have +1 Attack in the turn the banner is used. In the case of mounted models, only the rider gets the bonus, not the mount.