Source: Warhammer Fantasy: 7th Edition

Tools of Supremacy
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Magic Weapons

The Fellblade(Magic Weapon)100 points

This is the sword of swords that was created by the Skaven to destroy the greatest Necromancer to ever walk the world. Raw warpstone was smelted into stolen gromril. Incantations of doom were heaped upon the cursed blade. Death itself was bound to its cutting edge and any with eldritch sight can see the aura of power and ruin that surrounds the wicked creation. No foe can stand before it and even the wielder must succumb to its baleful effects.

This foul sword gives the bearer Strength 10 and successful ward saves must be re-rolled. Any unsaved wounds caused by the Fellblade are multiplied into D6 wounds. Roll a D6 at the end of each of the wielder's turns; on a 3+ there is no effect. On a roll of 1-2 the wielder suffers 1 wound with no armour save allowed.

Warpforged Blade(Magic Weapon)50 points

Warpstone powder mixed with steel during the forging process creates a weapon of wicked cutting prowess.

Armour saves cannot be taken against hits from a Warpforged Blade.

Warlock-augmented Weapon(Magic Weapon)45 points

This blade is attached to a warp generator that channels crackling energy along the weapon.

A Warlock-augmented Weapon adds +1 Strength and +1 Attack to any model so equipped.

Blade of Corruption(Magic Weapon)35 points

This sword has been left for 13 days in the dreaded Cauldron of One Thousand Poxes.

The wielder of this sword is granted +1 Strength to all Attacks made in close combat. Any unsaved wound inflicted by the Blade of Corruption is multiplied to 2 wounds. In addition, if the wielder makes a To Hit roll that has two or more rolls of 1, the wielder immediately suffers a wound (no armour saves allowed) that is multiplied to 2 wounds. Other Attacks are carried out as normal.

Weeping Blade(Magic Weapon)30 points

This weapon weeps a corrosive venom, that can melt through armour to help deliver the poisoned point.

A Weeping Blade has the Armour Piercing special rule. Each unsaved wound is multiplied to D3 wounds.

Dwarfbane(Magic Weapon)25 points

Many weapons have been forged during the wars to wrest the Worlds Edge Mountains from the Dwarfs. Each is cruelly barbed and deadly.

The wielder of this blade is granted +1 Strength to all attacks made in close combat. Additionally against Dwarfs, all hits are Armour Piercing, and the user re-rolls all failed To Wound rolls.

Blade of Nurglitch(Magic Weapon)10 points

Blessed by the special ointments of the Plaguelords, these blades are filth-encrusted. Even a scratch from such a rusty weapon can turn into instant infection.

Enemy models lose 1 point of Toughness from their profile for each unsaved wound they suffer from this blade. Any model reduced to Toughness 0 is removed as a casualty.

Magic Armour

Warpstone Armour(Magic Armour)30 points

Wrought within the great warpforges underneath Skavenblight, this armour radiates an evil aura.

Warpstone Armour gives its wearer a 4+ armour save. For each successful armour save made by the bearer in close combat, the armour immediately inflicts a Strength 4 hit against the model that struck the blow. Any casualties caused will count towards combat resolution. Warpstone Armour can be worn by Clan Skryre Warlock Engineers.

World's Edge Armour(Magic Armour)25 points

Many suits of Dwarf forged gromril have fallen into the clutches of the Skaven. These mastercrafted pieces of plate are often recrafted to make a patchwork protection with other pieces of scavenged armour.

The armour gives its wearer a 4+ armour save. The first time the wearer is wounded by a Strength high enough to completely cancel his armour save, or is not permitted an armour save for any reason, the wound is discounted, but the armour is completely destroyed.

Shield of Distraction(Magic Armour)15 points

Grimy and ill-kept, this shield bears tainted hides, grisly trophies, or runes that are painful to look upon.

Any models in base contact wishing to strike the bearer of this shield suffer -1 Attack, to a minimum of 1.

Talismans

Foul Pendant(Talisman)30 points

These take many forms - ratskull tokens, raw chunks of warpstone, or items bearing Skaven runes of power.

This wicked token of the Horned Rat's power confers a 5+ ward save upon the bearer.

Shadow Magnet Trinket(Talisman)30 points

Some warpstone-contaminated veins of ore develop the strange property of absorbing light, thus a radius of shadowy darkness forms around the metal.

Shooting attacks at the bearer of a Shadow Magnet Trinket and any unit he has joined suffer a -1 To Hit penalty in addition to any normal modifiers due to the cloying presence of unnatural darkness.

Rival Hide Talisman(Talisman)15 points

Wearing the stitched together hides of enemies slain through treachery is believed to attract the favour of the Great Horned Rat. It also smells like victory.

One use only. A Skaven model wearing a Rival Hide Talisman can make a single enemy model in base contact re-roll all its successful To Hit dice rolls.

Arcane Items

Warpstorm Scroll(Arcane Item)50 points

As the words of this scroll are read aloud, the sky darkens and lightning splits the skies.

Bound Spell (Power Level 5). One use only. When this scroll is read all flying units within 24" of the caster suffer D6 Strength 6 hits, distributed as per shooting.

Warp-energy Condenser(Arcane Item)20 points

This rune-inscribed power pack is covered with copper coil wiring, flywheels, and enchanted mechanisms to draw extra energy from the fickle Winds of Magic.

During each friendly Magic phase a Grey Seer or Warlock Engineer with a Warp-Energy Condenser can, on a D6 roll of 5+, generate an extra power dice. Additionally, the device is particularly adept at aiding a sorcerer in casting Warp Lightning. While wearing a Warp-Energy Condenser a caster does not D6 but D6+2 hits when casting Warp Lightning. Rolls of 1, however, do not gain the +2 bonus.

Crying Stone(Arcane Item)15 points

An orb made of the polished gallstones from the dreaded Blindwyrm of the underworld is said to be able to glimpse the future. At least on occasion, it seems to be true!

One use only. The bearer of this mystical ball gains a 3+ ward save against the first wound suffered. If the wound is saved because of the ward save of the Scrying Ball, the bearer will be subject to Stupidity in the following friendly turn as he awaits further helpful instructions from the mysterious globe.

Warpstone Tokens(Arcane Item)15 points

These pieces of refined warpstone are consumed by power-hungry Grey Seers or Warlock Engineers to aid their spellcasting. This is dangerous, but the quick road to power is an irresistible pull for any Skaven.

One use only. Multiple Grey Seers and Warlock Engineers may purchase as many Warpstone Tokens as are allowed within the limit of points they are able to spend on magic items. Warpstone Tokens do not count against the total Arcane items a model is allowed to bear.

A Grey Seer or Clan Skryre Warlock may choose to eat some warpstone to boost his powers. Before casting a spell announce which model is eating Warpstone Tokens. For each token consumed, a Wizard can add a single dice to his casting effort. These dice are added to the normal power dice, although this does allow users to roll more dice than is normally allowed by their level. A spell may be cast entirely with warpstone.

For any of the warpstone generated dice that rolls a one the Wizard suffers a wound with no armour saves allowed. The results of miscasts or irresistible force apply as normal. When using both normal power dice and Warpstone Token generated dice it is a good idea to roll separately or use dice of a different colour (green-tinged ones work best!).

Enchanted Items

Skavenbrew(Enchanted Item)50 points

This concoction is made of warpstone and the blood of many creatures.

One use only. At the start of the game, a character carrying Skavenbrew can force a single unit of Clanrats or Stormvermin in base contact to guzzle the vile liquid. Champions are affected but no character models would be so unwise as to drink the potion.

Roll a D6 after the brew is consumed.

D6Result
1Gone Bad.The unit takes D6 Strength 3 automatic hits with no armour save. The Skavenbrew has no additional effect.
2-3Inspired Hatred.The unit now has Hatred of all enemies.
4-5Frenzied.The unit is now subject to Frenzy.
6Rabid.The unit's metabolism is driven hyper- active, ramping up to a feverish pitch. The unit is subject to Frenzy, but instead of adding +1 Attacks, add +2 Attacks. In each following friendly Compulsory Move the unit will take D6 automatic wounds as some of the ratmen collapse, hearts or brains bursting with fury.

Skalm(Enchanted Item)30 points

This foul-smelling substance is smeared on wounds to unnaturally accelerate the healing process. Enough of the substance is even rumoured to prolong a Skaven's life - perhaps explaining the unnatural longevity of the current members of the Council of Thirteen.

One use only. At the beginning of any phase (friend or foe's) announce you are using Skalm. The bearer is instantly cured of any wounds suffered so far. Skalm is of no use to models that are already dead. Skalm can only be used by the bearer, sharing such a precious thing is not something a Skaven would contemplate.

Pipes of Piebald(Enchanted Item)25 points

When Warlock Engineer Skrrik Piebald attempted to build a death-ray he failed miserably, but instead succeeded in creating a helmet that allowed a minor form of mind control. Sometimes. Thrumming and hypnotising vibrations rise out of the pipes atop the odd device, mesmerising all within range.

In order to charge the bearer or any unit he has joined. an enemy unit must first pass a Ld test. If the Ld test is failed, treat the unit as if they had failed a charge.

Portents of Verminous Doom(Enchanted Item)20 points

Portents of Doom take many forms, although most often they are backbanners festooned with the skulls of the enemy, clan symbols, and runes of the Horned Rat.

Any enemy unit in base contact with the model bearing Portents of Verminous Doom suffers a -1 penalty to its leadership for as long as they remain in contact.

Magic Standards

Sacred Banner of the Horned Rat(Magic Standard)70 points

Rendered in blood and warpstone, this hide banner is a tapestry of dread and evil. The runes twist and move so that they can be read, in any language - "Gaze into the eyes of the Great Horned Rat and despair".

All enemy units within 12" of this banner suffer a -1 penalty to their Leadership and the owning player can make enemy units in base contact with the bearer of this banner re-roll any successful Leadership tests.

Storm Banner(Magic Standard)50 points

This ancient banner has the power to wrack the sky with storms, tearing the heavens apart with its fury.

One use only. The banner can be activated at the beginning of any player's turn. No flying movement is allowed across the entire battlefield and missile fire is at -2 to hit. All non-magical missile attacks that don't use BS to hit their target need to roll a 4+ on a D6 before they can fire. Roll a D6 at the beginning of each following player turn - the effects of the banner will end on a D6 roll of 4+.

Grand Banner of Clan Superiority(Magic Standard)30 points

These banners take as many forms as there are Warlord clans. Some are colossal totem-like trophy racks of enemy skulls, others rune-etched hide, or ragged shrouds magically emblazoned with clan signs.

In any combat in which a unit bearing a Grand Banner of Clan Superiority has more ranks than its opponents, the banner will add not 1 as per a normal banner, but instead a total of D3 to its bearer's combat resolution. Roll at the end of each combat.

Shroud of Dripping Death(Magic Standard)30 points

This horrid banner is covered in foul stains that drip and splash as the bearer moves. The whole of the vile hide throbs, oozing a greenish tinted fluid..

All enemy models in base contact with the bearer of this banner take a single Strength 3 hit with no armour save at the start of every round of close combat. Additionally, should the unit bearing the Shroud of Dripping Death break from combat, any unit that dares to pursue it will immediately suffer D6+2 Strength 3 hits with no armour saves.

Banner of The Under-Empire(Magic Standard)25 points

A brown tide of rats scurries along with the unit bearing this unholy icon of the Great Horned Rat.

All units in base contact with the unit bearing this banner suffer 2D6 Strength 2 automatic hits at the start of every round of close combat. All hits are distributed as per Shooting.

Dwarf-hide Banner(Magic Standard)15 points

These banners are an affront to the eyes (and noses) of any Dwarf. They are made from the Dwarf-skin soaked in warp-infused urine decorated with scalped beards.

The unit carrying this banner gains Hatred of Dwarfs and likewise will be subject to all Dwarfs gaining Hatred against them.

Banner of Verminous Scurrying(Magic Standard)10 points

Rituals of skittering urgency allow this banner to deliver a surge of energy to the unit carrying it.

One use only. Once per battle, at the start of any friendly turn except the first, the banner can be activated. If the unit carrying the banner can march, they can do so at triple speed. Such a rapid expenditure of energy has a cost, as after marching the unit suffers 2D6 Strength 3 hits (no armour saves allowed), distributed as per shooting.

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