Magic Weapons
Brought to the world by the gods, this weapon shimmers in and out of existence, existing in more than one plane of reality, and can sever the souls of those it touches.
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 and save as normal.
said to be the weapon wielded by the Old One Tzunki, this exquisitely crafted weapon is is unbreakable, and has survived the most intense dragonfire unscathed, remaining icy cold to the touch afterwards. Such is its craftsmanship that it bums as it cuts through the air.
The wielder of this blade has +1 Strength. No armour saves are allowed against attacks made by the Blade of Revered Tzunki.
As light as a dagger, this curved blade invigorates the wielder with the power of the sun, fuelling his charge with fiery vigour.
The wielder of this blade has +2 Attacks.
The tip of this massive spear was carved from the horn of the very first and greatest Stegadon to bear a war howdah. The gnarled horns of this beast, inlaid with magical runes, were said to be so hard they could shatter mountains with ease.
Lance. Skink Chief on Stegadon or Ancient Stegadon only. In addition, the bearer's mount inflicts 2D6+1 impact hits rather than the normal 1D6+1.
The blade of this weapon is inlaid with thousands of tiny barbed teeth that rip and tear anything that they touch.
Any unsaved wound inflicted by the Piranha Blade is multiplied into two wounds.
A staff made from a metal of alien manufacture, the Staff of the Lost Sun projects beams of hot light from its tip, searing the flesh of those caught in the blast.
The staff is treated as a short bow that has a Strength of 5, and 3x Multiple Shots.
This sacred ceremonial dagger has taken thousands of sacrifices to the bloodthirsty Sotek. The rat-kin particularly fear this weapon, for it has been the doom of many of their number.
Skink only. Confers on the bearer the Killing Blow ability. In addition, the bearer causes Fear in Skaven.
When this sword is unsheathed, the bearer is granted visions of the future, seeing events seconds before they happen. Forewarned of his enemy's attack, the sword's wielder can pre-empt their blows with his own.
The bearer of this sword has the Always Strikes First rule.
An acrid smell of sulphur exudes from the barbed blades on this weapon. It passes easily through armour, blackening and buckling steel and causing searing wounds that blister and smoke.
Flaming attacks. Targets struck by the Burning Blade of Chotec suffer a -2 penalty to their armour save in addition to any modifiers from the user's Strength.
Magic Armour
Only the toughest of Saurus Warriors can don the Hide of the Cold Ones, making his appearance fearsome to behold. However, the hide exudes a toxic slime that slowly poisons the user and dulls his mind.
Heavy armour. Saurus on foot only. The wearer causes Fear and has +1 Toughness, but becomes subject to Stupidity.
This mighty horned bone helmet is a potent symbol of power and respect. Those who wear it are accorded much reverence, for it is said that only those chosen by the Old Ones can place it on their heads without being struck down.
Skink Chief only. Confers +1 to the model's armour save, which may be combined with other armour as normal. In addition, the helm adds +1 to the model's Leadership.
This shield has been created more as a weapon than for protection, and the warrior using it can hack and slash with its barbed edges.
Shield. The Maiming Shield confers +1 Attack to the bearer. This additional attack is worked out using the base Strength of the wielder, and counts as magical.
The face of this shield is dark and reflective, and ripples spread from its centre when it deflects blows. Hostile enemy magic is absorbed by this ancient piece of armour; and may be rebounded back at the caster.
Shield. Any magic missile that strikes the bearer or any unit he is with is reflected on the roll of 2+ on a D6. If the spell is reflected, the results of the magic missile are resolved against the caster of the spell or the unit the character is with (following the normal targeting rules). This in turn cannot be dispelled.
Talismans
Blessed by Quetzl, this string of beaded shells, feathers and bones is a powerful protective charm, surrounding the warrior in a miasma of dancing colour.
All close combat attacks made against the bearer suffer -1 To Hit.
With the sound of a thunderclap, this amulet explodes into a million shards of crystal if the wearer is struck, leaving the warrior miraculously unharmed.
One use only. The character wearing this amulet has a 2+ ward save against the first wound suffered, after Armour saves have been taken.
An ancient and potent token of protection, this necklace wards off attacks, causing enemies to fumble their blows or their strikes to glance off scales.
The character wearing this gains a 5+ ward save.
Arcane Items
A sphere of glowing light extends around the bearer as the divine protection of the Old Ones deflects the uncontrolled maelstrom of the Winds of Magic.
One use only. If the bearer miscasts, roll a D6. On a roll of 1 the bearer suffers the results of the miscast as normal. On 2+ the miscast is ignored and if there is an enemy Wizard within line of sight he will suffer its effects, ignoring result 5-6.
Viewed up close, this small black cube contains millions of tiny pin-pricks of light, circling around a sphere of pure darkness. With the correct pattern of thoughts it may be opened for a fraction of a second, drawing the Winds of Magic into its depths.
One use only. This is used as a Dispel Scroll. When used, roll a D6. On 4+ all Remains in Play spells are automatically dispelled and the Magic phase ends immediately.
This circlet is inscribed with the wisdom of the Old Ones in the form of arcane glyphs and symbols. It allows the spellcaster to perceive the Winds of Magic and manipulate them in the physical dimension.
The Wizard may save up to two of his own unused power dice at the end of his Magic phase and add them to his side's dispel dice pool in the next enemy Magic phase.
The wizard carries a gourd containing dried grubs which have absorbed magical power from the ground. When he eats them, he gains the energy the grubs have absorbed.
One use only. The Wizard may add 3 to the casting roll of a single spell. Use of the Itxi Grubs may be declared after the casting roll is made.
This revered artefact can unleash crackling arcs of lightning. It is only drawn forth in times of direst need, for it may be many years before its power is restored.
Bound Spell. Power Level 6. One use only. The Rod of the Storm contains the bound spell Uranon's Thunder Bolt as detailed in the Lore of Heavens in the Warhammer rulebook.
This plaque opens up the mind of the bearer to new possibilities, allowing it to mind-meld with the spirits of the ancients and harness their knowledge.
The Wizard bearing the plaque knows one more spell than he would normally be allowed.
Enchanted Items
It was said that the legendary Saurus Kygor, the first owner of this magical horn, could stare down a frenzied Carnosaur and that his bellowing roar could halt a stampeding Stegadon.
Friendly cavalry within 12" are Stubborn. Enemy cavalry Fear the bearer.
The Horned Ones are an extremely rare and preternaturally swift subspecies of Cold One, spawned in the same pool and at the same time as those who will ride them into battle.
Cold One. Saurus or Skink only. The Horned One has a Movement of 8, an Initiative of 3, and is not subject to Stupidity.
The shield of the Old Ones grows more powerful under the influence of this glowing plaque, shining brightly and bursting into crackling sheets of lightning as it deflects incoming attacks.
Slann only. The Slann's Shield of the Old Ones ward save is increased from 4+ to 2+ against all ranged attacks.
This drum echoes the beating heart of the jungle itself. As the Lizardmen march to war the thundering booms quicken and grow louder, falling silent only after all foes lie still.
The presence of enemy units within 8" does not stop the bearer and any unit he is with from marching. In addition, any friendly unit attempting to rally within 12" of the War Drum gains an additional +1 Leadership, up to a maximum of 10, so long as the bearer is not fleeing.
This statuette is carved in the likeness of the Old One Xapati, and is frequently bathed in offerings of blood. The vengeance of the Old One may be called upon in battle to strike down the Lizardmen's foes.
Bound Spell. Power Level 5. One use only. Once per game, the user may cast the spell bound within the statuette. The spell may be cast on any enemy character. That character must immediately take a Toughness test. If this test is failed, then the model loses a Wound with no armour saves allowed. If the model takes a wound, it must immediately take another Toughness test, losing another wound if it fails again. This continues until either the model passes a Toughness test or is slain.
A token depicting a snarling jaguar face with delicately inlaid eyes of amber, this charm gives the wearer the speed of a jaguar, allowing him to move swiftly through the jungle. Some say that the warrior seems to blur and shift between his true shape and that of a stalking jaguar.
Model on foot only. Bound Spell. Power Level 5. The Charm of the Jaguar Warrior contains the bound spell Steed of Shadows, as detailed in the Lore of Shadow in the Warhammer rulebook. The spell may only be cast on the bearer himself.
The finely woven cloak is made from hundreds of eagle feathers, draped loosely over the shoulders of the Skink wearing it. When he extends his arms, the feathers rise up around him like powerful wings, allowing the Skink to soar into the air.
Skink on foot only. The wearer of the cloak may fly.
The pendent is made from the teeth of a raging Carnosaur, its spirit imbuing the wearer with a hunger for blood.
Saurus or Skink only. Once the bearer has inflicted a wound, he will become immediately subject to Frenzy. The bearer will never lose its Frenzy, even if it is beaten in combat. See the main rulebook for details of Frenzy.
Crafted in the form of a grotesque, leering face, this charm forces its visage into the minds of enemy sorcerers, wracking them with doubts and fears.
One use only. When the enemy rolls on the Miscast table, the bearer of the Curse-Charm of Tepok may force him to re-roll the result. This second result stands.
This is the shrunken head of a long-deceased intruder into the jungles, its eyes glowing red while curses are called down upon the bearer's enemies.
Nominate an enemy character at the start of the battle. All unsaved wounds caused by the bearer on the nominated target are doubled.
Said to have been crafted under the guidance of Tepok, this small, metal dragonfly is thrown into the air before battle. With a strange intelligence of its own, the dragonfly scouts out the position of the enemy, conveying what it sees back to its owner.
If both players have models with the Scout ability, the Lizardmen player adds 1 to his dice roll when rolling to see who deploys their Scouts first.
This intense poison is extracted from the glands of the rare and deadly firefly frog. When applied to weapons, it can cause a fatal wound with even the tiniest scratch.
All mundane weapons used by the bearer are coated with this venom. In addition to the weapons' normal rules, all attacks made with them count as Poisoned Attacks and magical. Mundane weapons that already make Poisoned Attacks may re-roll the dice to hit.
Magic Standards
Formed into the image of a grimacing face, this plaque causes the unwary to go mad just by looking upon it.
The plaque can be used at the beginning of any enemy turn. Each enemy Wizard within 18" that can draw a line of sight to the plaque or the unit it is with must take a Stupidity test.
Those who look upon the totem are filled with the truth of their own insignificance in the scheme of the Old Ones.
The unit causes Fear.
Beams of intense sunlight reflected from this standard blind all who look too long upon it, making it nigh impossible for archers to draw a bead on their target.
Missiles fired at the unit from within 12" suffer an additional -2 To Hit, or -1 To Hit if fired from over 12" away.
A portion of the boundless power of Huanchi resides within this totem, filling the warriors with energy.
One use only. The unit can add D6" to its charge move. If the charge is failed, the unit will move forward at its normal movement rate.
The jaguar was a bodily form said to have been favoured by the Old Ones. Those in the shadow of this jungle beast bunt down their enemies with relentless ferocity.
The unit pursues an extra D6".
A ragged Skaven hide, freshly shorn from the body of a sacrificial victim, flaps in the wind above the unit, its stench firing the blood of those who venerate the Sotek.
Skinks only. The unit is subject to Frenzy until defeated in combat. In addition the unit Hates all units in the Skaven army.