Source: Warhammer Fantasy: 7th Edition

Treasures of the Herdstones
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Magic Weapons

Primeval Club(Magic Weapon)100 points

Though in appearance it is little more than a gnarled great-club bound in cracked leather and infested with spiders and slugs, the Primeval Club was made from a bough of the legendary corpse-tree blessed by Morghur's fell touch. It has been stained red with blood since the dawn of civilisation and is the bane of all order and hope.

When rolling To Wound, the owner's Strength is treated as equal to the unmodified Leadership value of the target model.

Axe of Men(Magic Weapon)75 points

The Ave of Men is so-called because it hews men apart as easily as other, lesser axes hew timber. A single, mighty stroke from this fearsome axe can cut even the most powerful warrior clean in half - a sight which emboldens the bearer's followers and horrifies his enemies in equal measure.

This weapon has the Killing Blow special rule. In addition, if the bearer kills an enemy character in a challenge, he and any unit he leads are Unbreakable and cause Terror so long as he leads them.

Stonecrusher Mace(Magic Weapon)65 points

A great blunt weapon with an iron beast-head at its tip, the Stonecrusher Mace has become a symbol of the Beastmen's eternal desire to unmake that which Man has made, and to cast down his civilisation so that no stone is left standing upon another.

The Stonecrusher Mace confers +3 Strength. When rolling To Wound against war machines and chariots (including War Altars, War Shrines, Steam Tanks and Corpse Carts, and so on) or buildings, the character's Strength is increased to 10.

Hunting Spear(Magic Weapon)50 points

Originally created to fell the mighty Mammuts of the far north, this thick-hafted spear bears enchantments allowing it to penetrate metres of flesh and muscle, skewering the foe through-and-through.

The Hunting Spear counts as a spear in close combat. It can be thrown with a range of 24". Resolve each hit like a single bolt from a bolt thrower. Note that you may shoot after moving (but not marching) and stand & shoot with the Hunting Spear.

Mangelder(Magic Weapon)50 points

The Mangelder is a weapon dreaded by the enemies of the Beastmen the length and breadth of the Old World. It saps strength of mind as well as of body, and those few who survive wounds inflicted by the weapon rarely fight again.

The bearer causes Terror. In addition, any model wounded by this weapon loses 1 point of Leadership for each Wound it suffers.

Axes of Khorgor(Magic Weapon)40 points

When the irascible Banebeast Khorgor was eventually slain and his body consumed by his followers, his half- sentient axes became trophies that have been fiercely fought over by the warberds ever since.

Requires two hands. The bearer gains + 1 Attack and may re-roll any missed To Hit rolls in close combat.

The Steel-Claws(Magic Weapon)35 points

Made from the broken shards of enchanted Elven weapons, the Steel-claws are a set of splintered blades that fit over the wearer's own talons.

Requires two hands. The Steel-Claws confer an extra D3 Attacks to the wielder (roll at the beginning of each round of close combat). If a 6 is rolled when determining the number of attacks, all the bearer's attacks that round will ignore armour saves.

The Brass Cleaver(Magic Weapon)30 points

The Brass Cleaver is said to be an artefact from another realm. Ancient and terrible, its outline blurs with a barely restrained thirst for carnage.

The Brass Cleaver confers a single bonus attack against each of the models in base contact with the bearer. In a challenge it confers one bonus attack and no more.

Everbleed(Magic Weapon)25 points

Also known as Warrior's Bane, this much-feared blade bears a potent blood magick. Even a slight cut will erupt in a geyser of gore that will not beal.

Every time an enemy model suffers an unsaved wound from this weapon, roll a D6. On the result of a 6, the enemy loses an additional wound, with no saves of any kind allowed, and you must roll again. Keep on rolling as long as the result is a 6.

Magic Armour

Blade-blunter Armour(Magic Armour)50 points

This armour is encrusted with a vivid patina of corrosion and decay, cursed by a Bray-Shaman so that it spreads to any blade that strikes it. Even the keenest weapon is blunted, dulled or shattered upon striking the armour.

Heavy armour. At the end of each round of close combat, roll a D6 for each magic weapon that hit the wearer of the armour. On the result of a 2+, the enemy item loses its special rules and ceases to count as a magic weapon. Instead it will count as a normal weapon of its type for the remainder of the battle.

Trollhide(Magic Armour)50 points

The Trollhide confers some of the more gruesome abilities of its former occupant to the wearer.

Pelt of the Shadowgave(Magic Armour)45 points

The Pelt of the Shadowgave is shrouded in sorcerous tendrils of darkness that gather unlight to both the wearer and those Beastmen that walk in his dark-shrouded footsteps.

Light armour. All shooting attacks directed at the bearer or his unit are at -1 To Hit. Spells that target the bearer or his unit deduct 2 from the casting roll.

Blackened Plate(Magic Armour)20 points

This battered suit of ramshackle plate mail is blackened with the soot of burning palaces and temples. It is said that the wearer can walk through the fiercest conflagration unharmed.

Heavy armour. The wearer of the Blackened Plate has a 2+ ward save against all flaming attacks. Models in any unit that he is with have a 4+ ward save against such attacks.

Ramhorn Helm(Magic Armour)15 points

This ornate headdress has two great curving ram horns that spiral and tighten around the wearer's own horns, allowing the bearer to deliver a devastating headbutt to any enemy that lowers his guard.

6+ armour save. This may be combined with other armour as normal. For every armour save he passes in close combat, the bearer may immediately make a bonus attack at his basic Strength.

Talismans

Skull of Rarkos(Talisman)60 points

The bleached skull of the long-dead Great Bray- Shaman Rarkos is mounted upon the bearer's staff. The skull is cursed to chatter and shriek the incantations its former owner knew in life, lending its dark power to nearby shamans.

All friendly Beastman Wizards within 6" (including the bearer himself) add 1 to their casting results.

Staff of Darkoth(Talisman)50 points

This staff, and its wielder, are crawling with slugs, bugs, and insects. They seeth over the surface of the wood, infect the shaman's fur and inhabit his robes.

Eye of Night(Talisman)45 points

The Eye of Night is a black stone charm worn about the neck of the bearer. Its inky depths creep outward to envelop its bearer, protecting him from the effects of certain types of baleful energy and turning the power of the Winds of Magic. against their caster.

Chalice of Dark Rain(Talisman)40 points

Made from the skull of a geomancer, when filled with soil the Chalice of Dark Rain can summon a deluge of mud that ruins the bright uniforms of the foe and fouls their delicate machineries of war.

One use only. At the beginning of the enemy Shooting phase, the bearer can summon a storm of mud and worms with which to blind his enemies. For the rest of the phase, all enemy missile units are at -1 To Hit. Weapons or attacks that do not use Ballistic Skill may only fire on the roll of a 4+.

Hagtree Fetish(Talisman)20 points

A crude effigy of one of the hag trees from the deep forest, this shamanic heirloom can spell doom for the Bray-Shaman's foe when brandished with the appropriate curse.

Choose an enemy unit within 24" at the start of each Magic phase. Any failed To Wound rolls made during the Magic phase against that unit may be re-rolled.

Jagged Dagger(Talisman)10 points

A potent sacrificial tool that radiates the wrath of a thousand ritual offerings to the Dark Gods. Every enemy model killed in close combat by the bearer of the Jagged Dagger must be kept to one side.

Each model kept to the side in such a manner may be 'expended' in the Magic phase to allow the bearer to roll an additional power dice.

Enchanted Items

Horn of the First Beast(Enchanted Item)50 points

This immeasurably ancient, fossilised horn is said to be taken from the skull of the First Beast. When it is sounded, a cloud of dismay falls upon the enemy, whilst the Beastmen find the savage fury of their race swelling within their hearts.

Beastlord or Wargor only. All Beastmen units within 36" can re-roll failed Primal Fury tests.

Horn of the Great Hunt(Enchanted Item)50 points

Carved from the tusk of a slain Boar-god, the resounding clamour that sounds when it is blown is such that any Beastmen who hear it will race to answer its call.

Beastlord or Wargor only. Bound Spell. Power Level 3. It counts as the Bestial Surge spell, except that every friendly Beastman unit within 36" is affected.

Shard of the Herdstone(Enchanted Item)50 points

A sliver of strangely glowing stone, the shard is cast to the ground and an instant later a mighty, jagged herdstone will burst from the writhing soil. After deployment zones have been agreed, but before the armies have been deployed, place an appropriate terrain piece to represent the herdstone in your deployment zone.

At the start of your Magic phase each friendly Wizard within 6" of the herdstone generates an additional power dice.

Stone of Spite(Enchanted Item)25 points

Contained within this glowing stone is the soul of an Ungor slain in a hideous ritual. When cast to the ground, the stone shatters and the Ungor's bitterness and spite is released in a howling gale that is drawn to magical emanations with devastating effect.

One use only. Bound spell. Power Level 5. Every Arcane Item within 18" immediately explodes in the hands of its bearer (friend and foe). Each bearer of an Arcane Item within range suffers D6 Strength 4 hits per item. The items are immediately destroyed.

Cacophonous Dirge(Enchanted Item)15 points

The march of the warherd is always accompanied by the raucous, atonal droning of pipes and the dolorous rhythm of wardrums. The Cacophonous Dirge is a war born fashioned from the tusk of a mighty ramborn. It is so deafeningly loud that it drowns out the instruments of all who face the Beastmen.

Enemy musicians fighting in the same combat as the bearer have no effect.

Skin of Man(Enchanted Item)15 points

The wearer of the flayed, sigil-encrusted Skin of Man is under a glamour that makes him appear little more than a particularly ugly peasant. When the skin is cast aside the awful truth is revealed.

Bray-Shaman only. The bearer of the Skin of Man has the Scout ability.

Magic Standards

The Beast Banner(Magic Standard)75 points

This ancient banner is stitched together from the skins of defeated enemies. Only the flayed skins of the most powerful foes are used, for the Beastmen become imbued with the power of their conquests.

The bearer and any unit he has joined have a +1 bonus to their Strength.

Totem of Rust(Magic Standard)50 points

Little more than a jagged spike with the corroded remains of fully armoured warriors impaled upon it, the Totem of Rust spreads an aura of entropy that consumes metal in a matter of seconds.

All units, friend or foe, within 6" of the Totem of Rust treat their armour save as one worse than it actually is. For instance, a model with heavy armour would only have an armour save of 6+. All units in base contact with the unit carrying the totem, including the unit itself, treat their armour saves as two worse than it actually is instead. This does not affect Scaly Skin saves!

Manbane Standard(Magic Standard)35 points

A grotesque mockery of the scarecrows that dot the agricultural lands of the Empire, the Manbane Standard is essentially a corpse beset by carrion birds that peck and caw incessantly. Any who behold this unnerving sight are filled with the dread that it will be their eyes and tongues the birds feast upon next.

All enemy units within 6" of the Manbane Standard suffer -1 to their Leadership characteristic.

The Banner of Outrage(Magic Standard)20 points

The Banner of Outrage takes the form of a legendary standard torn from the dying grip of its erstwhile bearer and desecrated before his very eyes. The banner is befouled and stained and is a terrible affront to the enemy, while the Beastmen are fuelled to ever more vile extremes of savagery in its presence.

The bearer's unit automatically passes Primal Fury tests (there is no need to roll). Enemy units Hate the bearer's unit.

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