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MAGIC ITEMS  
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STANDARDS  
EXTRA LEADERS  

Magic Items

General Rules:

  • No more than 10% of the value of your army may be made up of magic items;
  • Any model may take a magic item, however no model may take more than two items;
  • No two items held by the same model may modify or grant the same ability, skill or attribute;
  • No army may have more than one of any item on this list, with the exception of  Scrolls and Healing Potions;
  • Players are not required to reveal their magic items prior to using them, however certain items, like flying carpets, Magic Altars and Cauldrons will naturally be visible to your opponent and should be announced at the beginning of the game;
  • The C.E.R. of magical weapons may not be modified by the bearer's dexterity or skills.  Use the C.E.R. of  the weapon only;
  • The Damage cause by magical weapons may not be modified by the bearer's strength or skills.  Use the damage of the weapon only;
  • When giving a model magic armor, replace the model's entire absorption and Evasion stats (including any bonuses the model had for skills or attributes) with the magic armor's absorption and evasion;
  • Directing the affects of a magic item at a unit or model does not cause it to activate unless the target would otherwise be activated by the bearer's actions  (i.e., casting magic spells has the same effect as attacking with projectiles);
  • Magical affects lasting longer than one turn are not dispelled if the bearer is killed, is routed or surrenders;
  • "Absorption," "Evasion" and "Fate" have their ordinary meaning and unless otherwise noted refer to the item itself.  If no such attributes are given for an item, it may not be attacked or destroyed in this manner;
  • "Type" refers to whether an item is "(N)atural," "(E)xtranatural," or "(S)upernatural," as those terms are defined in Miracles and Hexxes, the second volume of the Battlestorm game system.  This will become relevant in situations including, but not limited to, an item being opposed by a wonder, attacked by an ethereal being, or cursed by a hexx.

The following is a generic, non-race or army specific list of magic items:

Movement

Name Combat Value Magical Properties Type Absorption Evasion Fate
Boots of Quickness 35 points Add 5" to bearer's Footspeed.

E

     
Elixir of Teleportation Multiply total cost of bearer (including any other magic items) by 2 Bearer may move to any place on the table in its activation phase.  One use only.

E

     
Magic Carpet 55 points Bearer can use carpet as a mount and fly 12"/turn. Bearer gains no bonus for charging.

E

1d4

20

2

Wondrous Ladder 10 points When this small token is thrown on the ground before a wall or obstacle it will turn into a ladder tall enough to reach the top. The ladder is wide enough for only one model.

E

1d4

0

4

Orc Canyon-Water 40 points A unit drinking this specially prepared Canyon-Water may avoid the penalties associated with running in consecutive turns. One use only.

N

     
Something Fishy 10 points. Bearer may move across any body of water without penalty and breath normally, even under water.

E

     

Combat

Name Combat Value Magical Properties Type Absorption Evasion Fate
Amulet  of Luck 45 points Bearer gains +1 Attack per round with any weapon used.

E

     
Bracers of Power 20 points Add a d6 to bearer's damage dice for every attack made, regardless of weapon type.

S

     
Gauntlets of Power 35 points Add 2d4 to bearer's damage dice for every attack made, regardless of weapon type.

S

     
Herald of Destruction 100 points Add a d6 damage dice to each model in an affected unit (i.e., a formation of 2 or more models) for every attack made, regardless of weapon type.  Standard Bearers Only.

S

     
Shockblade 50 Points C.E.R. 3.   Damage 2d6.  If this blade wounds it will also inflict an electrical shock on its victim.  Victim must roll 2d20 less than or equal to VIT, or be stunned for one round.

E

     
Bloodsword 55 Points C.E.R. 3.   Damage 2d6.  In any d100 critical hit roll caused by this blade the player may wait until after rolling the dice to declare which d10 represents the 10's .

E

     
Sword of Accuracy 20 points C.E.R. -5.   Damage 2d6.

E

     
Lance of Elders 25 points C.E.R. -5.   Damage 1d12.   Bearer may add the Strength bonus from his mount when charging, as usual, but not his own damage modifiers.

E

     
Mokksaxe 75 points A limited number of these were constructed for a circle of kernigs in the days of legends.  Dwarves cherish and revere these weapons as touchstones to their glorious past. C.E.R. of -15.   Damage 4d4.

E

     
Bow of Striking 45 points C.E.R. -5   Damage d10+d6.   30" range.

E

     
Sword of Smiting 75 points C.E.R. 5.  This sword does a normal 2d6 of damage, plus an additional d6 of damage which ignores absorption.

S

     
Gloves of the Leper 65 points Reputedly constructed from the hide of a twisted and evil leper.   C.E.R. 0.  Wearer may touch one victim with his hand per turn, and may make no other attacks in that turn. Victim will looses 1 point of Vitality immediately from disease, and an additional point of Vitality in every subsequent turn unless healed.

S

     
Ethereal Sword 55 points C.E.R. 3.  Damage 2d6.  Damage from this sword ignores the victim's absorption.

E

     
Snake Charm 65 points When activated bearer may make one biting attack, forfeiting all of his other attacks. C.E.R. 0.  The bite does 1d8 of damage.  If any damage is scored, victim must pass a 2d20 Vitality check or immediately take an additional d30 of poison damage (no absorption allowed).

S

  Bearer is -5 during  use.  
Unicorn Sword 95 Points This sword's blade is made from the horn of a unicorn. C.E.R. 3.   Damage d30.   Roll any critical hits twice and keep the higher number.   Bearer is incapable of hitting a unicorn with this weapon, and may not be part of any army containing a unicorn.  Unicorns are -5 to their C.E.R. when attacking the bearer of this weapon.

N

     

Protection and Healing

Name Combat Value Magical Properties Type Absorption Evasion Fate
Billenta Foley's Plate 45 points Magic Plate Armor constructed by the famed Grand Master Armorer Billenta Foley, confers 2d10 of absorption. Evasion 12.  Man-sized.  May not be worn by large models or Berserkers. May not be worn by models with a Caste lower than 19.

E

     
Armor of Grail Knights 80 points 3d12 armor save. Evasion 8.  Man-sized.  May not be worn by large models or Berserkers. May not be worn by models with a Caste lower than 19.

N

     
Mirror Armor 75 points Evasion 10.  This armor will always allow the bearer to roll exactly the same number and type of Absorption dice as the attacker's Damage dice. As always, unlike Damage dice, absorption dice rolled are not open-ended. This armor is man-sized.  May not be worn by large models or Berserkers.

E

     
Armor of Luck 35 points Bearer may re-roll any set of Absorption dice for his armor, once per game.  He must choose the second roll over the first.

S

     
Helm of Protection 25 points Add 1d4 to bearers Absorption.  Unlike normal Absorption dice, this die is open ended, and thus should be re-rolled and its result added to the total on any roll of "4".  This helm is man-sized. May not be worn by large models or Berserkers. Add +1 to the C.E.R. Of a model wearing this helm. 

S

     
Astral Cloak 15 points This cloak, while functioning as a normal cloth garment in the Material Plane, has the qualities of plate armor on the Astral Plane.   2d10 Absorption vs. ghosts, wraiths and other non-coporeal enemies.

E

     
Ether Armor 35 points Evasion 4. This suit of plate armor exists equally in the Material Plane and the Ethereal Plane.  It offers 2d10 Absorption against both ordinary attacks as well as 1d8 Absorption against ghosts, wraiths and other non-coporeal enemies.  May not be worn by models with a Caste lower than 19.

S

     
Rejuvenation Potion 10 points Bearer may restore 1d6 points of fate to self or any model in base contact at the start of bearer's activation (before any combat).  One use only. Fate cannot be increased beyond the model's original profile.

N

     
Healing Potion 10 points Bearer may restore 1d6 points of Vitality to self or any model in base contact at the start of bearer's activation (before any combat). One use only.  Vitality cannot be increased beyond the model's original profile.

S

     
Gnomish Wine 15 points Bearer may drink this wine at the start of the game and become immune to the effects of Fear.

N

     
Fire Shield 5 points Bearer may absorb a total of 20 points of damage from fire or bangpowder attacks without damage. After these 20 points are used, the shield will shatter.

E

+1 to bearer's absorption as per normal shield until item shatters.    

Tests and Trials

Name Combat Value Magical Properties Type Absorption Evasion Fate
Shield of Despair 55 points Enemies in combat with bearer must test 3d10 vs. their Will or they may not attack any models in that turn.  The affected model is -5 to its evasion while under item's influence.

S

+1 to bearer's absorption as per normal shield    
Battlestorm Drums 65 points One unit(i.e., a formation of 2 or more models) per turn within the command radius of the model the bearer-musician is attached to may roll a Courage test on 2d10 instead of 3d10.  A player must declare that he is using this item before rolling the Courage test. Musicians only.

N

     
Mask of Wretchedness 35 points Bearer has a Fear Value of  2. (Replaces any fear value a model may already have.  Not cumulative.)

S

+1 to bearer's absorption (may be worn with a helm).    
Magic Flute 40 points Monsters (not including dragons) within 12" must test against Will on 2d10 or be charmed by the pipe's music.  A charmed monster must thereafter roll 1d6 in each of its turns: 1-3 owner player controls, 4-6 enemy player controls.  Musicians only.

N

     
The Book of Riddles 25 points Bearer may target any model within 12" having a Leadership Stat of 2 or more.  The target model may take no further action until it passes either an Intelligence or a Leadership test vs. 2d10. One attempt to save may be taken in each turn.  If model is attacked or shot at while affected, the spell will be broken. Bearer may not use the Book while in combat.  Only one model may be affected by the Book at a time.

N

     
Test of Honor 30 points Enemies in combat with bearer and bearer's unit must roll 1d10 vs. their Caste in each activation or forfeit all attacks for that turn. Use the lowest Caste in the unit. Bearer and bearer's unit may freely disengage from an affected target unit.

S

     
Staff of Reflecting 35 points Bearer holds up item before one enemy unit or model per turn within 12".  Target must roll 1d10 less than or equal to its Charm.  Use the lowest Charm in the unit. Upon failure, target unit forfeits all of its remaining actions in the turn.

S

     
Potion of Courage 25 points Bearer raises his courage by 4 points, while also increasing C.E.R. by +2 and lowering evasion by -2. The effects will last for a d6 turns.

N

     
Holy Water 45 points Bearer may sprinkle this water on one enemy unit or model per turn within 6".  Target is confronted by supernatural forces and must roll 2d10 less than or equal to its Piety.  Use the lowest Piety in the unit. Upon failure, target models are burned, taking a d10 of damage.

S

     
Book of Insight 25 points Bearer gains insight into the tactics of his opponent, accumulating 3d10 initiative points at the start of the battle. As many or as few of these points may be added to the player's initiative dice after both players have rolled for initiative, until they are all used up. Generals or Marshalls with Battle Tactics already know everything in this book and thus cannot benefit from it.

N

     

Religious Artifacts

Name Combat Value Magical Properties Type Absorption Evasion Fate
Holy Ark of Grodnus 55 points A holy altar which may be brought to battle for purposes of performing a ritual and calling for a miracle (no construction time need be spent). This Ark may be moved up to 2" per turn, however it can't use it to call for a wonder while it's being moved.

S

2d6

0

10

Holy Chalice 55 points A thurmaturge's Altar which may be brought to battle for purposes of performing a ritual and bringing about a wonder (no construction time need be spent). This Ark may be moved up to 2" per turn, however it can't use it to call for a wonder while it's being moved.

S

2d6

0

10

Damian's Cauldron 55 points A caldron which may be brought to battle for purposes of performing a ritual and casting a hexx (no construction time need be spent). This Ark may be moved up to 2" per turn, however it can't use it to call for a wonder while it's being moved.

S

2d6

0

10

The  Golden Tether 65 points A thaumaturge, shaman, witch, priest or equivalent may move up to 6 inches from his or her altar or cauldron and still be able to call for a Wonder.

E

     
Staff of Time 50 points Bearer may re-roll any faith die roll.  One use only.

E

     
Book of Faith 60 points Bearer may use this talisman to reduce the faith die type for a Wonder, as follows: a d20 faith die would actually require the roll of a d12, a d12 would be reduced to a d10, a d10 to a d8, a d8 to a d6, a d6 to a d4.  This Talisman will not affect faith dice smaller than a d6 or larger than a d20.  One use only.

S

     
Book of Ambits Multiply total cost of bearer (including any other magic items) by 50% A thaumaturge, shaman, witch, priest or equivalent may call for two Wonders in a turn (provided he still has indulgence or tolerance remaining).  Each time the book is used the bearer must pass a test against Will, or loose one point of Vitality.        
Scroll of Befuddlement 35 points May be read once per game at any time to stop an enemy Spell, Hexx, Miracle, PSI discipline or Wonder from working.  One use only.

S

     
Scroll of Enfeeblement 60 points May be read once per game at any time to stop an enemy Spell, Hexx, Miracle, PSI discipline or Wonder from working. Enemy Thaumaturge, Priest or equivalent must roll 2d20 under Piety, or loose one indulgence/tolerance. One use only.

S

     
Test of Faith 55 points Bearer may force a Thaumaturge, Priest or equivalent to re-roll a successful faith die.

S

     
The Black Icon 85 points An Enemy Spell, Hexx, Miracle, PSI discipline or Wonder cast at the bearer or unit he is in will be nullified.  Enemy Thaumaturge, Wizard, Priest (or equivalent) must roll 2d20 under Piety, or loose access to the Spell, Hexx, Miracle or Wonder for the remainder of the game. One use only.

S

     

Magical Vision

Name Combat Value Magical Properties Type Absorption Evasion Fate
Vision Goggles 30 points A model wearing these spectacles will be able to see in darkness, as if it were daytime.

N

     
Blessed Blade 30 points This magic dagger will point the way to any invisible troops within 6 inches of the bearer.  The dagger will communicate the number and type of such troops to the bearer with its glowing blade.

E

     
Revealing Lantern 35 points The bearer will be able to see any hidden troops around him. The range of this item is equal to half the bearer's Intuition (rounded down) in inches.

E

     

Anti-Magical

Name Combat Value Magical Properties Type Absorption Evasion Fate
Cursed Scroll 50 points Bearer may target any one enemy magic item within 18". Roll a d100 vs. target item's value.  If roll exceeds value, target item will loose all of its beneficial magical properties. One use only.

S

     

Last Updated: January 28, 1999