| 11 | Heartseeker (BDEW) 500G
This sword has the ability to warp time, guiding its own destiny to the benefit of whoever wields it in battle. Once per turn, while your Warrior is using this sword, you may re-roll any one of his Attacks that misses.
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21 | Sword of Stone (BDEW)
500G
As soon as your Warrior picks up this sword, he feels his skin hardening into a stone-like material, which remains as flexible as normal flesh. While your Warrior is using this sword he gets +2 Toughness. |
| 12 | Berserker
Sword (B) 250G
This brutal weapon appears to be crudely fashioned from a dull, iron-like metal, and has sinister-looking runes engraved upon its hilt. When used by the Barbarian, this sword adds +1 to the dice roll to see if he becomes berserk. When used by other Warriors, this sword has no magical effect.
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22 | Blade of Leaping Copper (BDEW)
300G
This sword seems to have a life of its own, striking in a blurred arc of slicing metal. While your Warrior is using this sword he gets +1 Attack. |
| 13 | Bronze
Sigil Sword (BDEW) 100G
The runes on this blade shimmer in the light. It is exceptionally light and well balanced in the hand. While your Warrior is using this sword he gains +2 Initiative.
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23 Blade of Couronne (BDEW)
200G
This is the blade that the master swordsmiths of Bretonnia forged to defeat an Undead Liche-King many centuries past. While he uses this sword, each undead Monster in a square adjacent to your Warrior automatically suffers 1 Wound at the end of each turn, after any Regeneration (see the Bestiary), with no modifiers for Toughness or amour. |
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| 14 | Boots
of Quargskin (BDEW) 0G
These boots are made of a strange, soft leather covered with multi coloured swirls and stripes. For one turn per adventure, while your Warrior is wearing these boots. he gains +2 Movement. If your Warrior tries to sell these boots, no trader will take him seriously, and they will refuse to buy them. |
24 | Magic Sword (BDEW) 25G
This blade glows with a yellow /light and is slightly warm to the touch. While your Warrior is using this sword he may attack Monsters that are only affected by magical weapons. |
| 15 | Sword
of Ensorcelled Iron (BDEW) 150G
This dark iron blade is surrounded by a crackling, spitting aura of energy. While your Warrior is using this sword he gets +1 on all to hit rolls. |
25 | Relic Blade (BDEW) 400G
This holy blade is an artefact of great religious significance within the Empire, and was reputed to have been used by the realm's mightiest heroes in numerous battles. While your Warrior is using this sword he gets +1 on his to hit roll. |
| 16 | Biting
Blade (BDEW) 150G
This sword has been magically sharpened to a razor-fine edge, and is capable of biting through sheet steel as if it were paper. While your Warrior is using this sword each attack he makes ignores the first point of his opponent's amour.
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26 | Blade of Slicing (BDEW) 300G
This sword moans softly as it is drawn from its scabbard, in eager anticipation of the blood it is about to spill. While your Warrior is using this sword he causes +2 Wounds on each successful attack. |
| 31 | Darting Steel
Blades (BDEW) 350G
These daggers guide the hand of whoever wields them and have never been known to miss their target. While your Warrior is using these daggers he gets +1 Attacks and you do not have to roll to see if he hits his opponent. Each attack hits automatically. However. each hit from one of these daggers only does 1D6 Wounds, with no modifier for Strength.
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41 | Obsidian Blade (BDEW) 450G
It is believed that this sword is made from the solidified blackness of the void, explaining its ability to destroy any amour it touches. After your Warrior has made a successful attack while using this sword, roll a D6. On a score of 1, 2 or 3 the sword makes a normal attack. On a score of 4, 5 or 6 the sword ignores and destroys the target's amour. |
| 32 | Magical Quiver (BE) 25G
This quiver is made from soft leather and has magical runes branded into its surface. Any arrows or crossbow bolts placed in this quiver immediately become enchanted so they can affect Monsters that can only be hit with magical weapons.
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42 | Giant Slayer (BDE) 250G
This massive sword may only be wielded with both hands and even then it takes a mighty Warrior to use it effectively. While your Warrior is using this sword he gets +3 Strength. This sword may not be used while using a shield.
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| 33 | Bone Blade (BDEW) 400G
This magical blade is made of a bleached white substance that looks like bone, but is as sharp as steel. Once per adventure your Warrior may trade in all his normal attacks and use this sword to make a single attack that causes normal damage +(1D6 x his Battle-level) extra wounds.
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43 | Sword of Resilience (BDEW)
200G
This sword throws a mantle of power around its wielder, protecting him from his enemies. While your Warrior is using this sword he gets +1 Toughness
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| 34 | Eltharion's Bow (BE) 200G
This bow is enchanted with Elf magic that makes it much more accurate. While your Warrior is using this bow he gets +1 to hit.
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| 35 | Sword of Might (BDEW) 150G
This sword is imbued with the strength of a Minotaur, and any blow it strikes is delivered with the power of a raging beast. While your Warrior is using this sword he gets +1 Strength. |
45 | Helmet of Farseeing (BDE)
800G
This black helm has no apparent visor. Yet it imparts upon the wearer the ability to see clearly even in the dim light of the dungeon. While wearing this helmet your Warrior gets the normal +1 Toughness for wearing a helm. In addition, this helmet allows him to move around and see in the dark just as if he had a lantern.
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| 36 | Cloak of Stealth (BDEW) 100G
This cloak is made of an odd material that is slippery to the touch. Once per adventure, while your Warrior is wearing this cloak, he may automatically break from pinning. |
46 | Parrying Blade (BDEW) 400G
This sword darts forward of its own volition to meet the weapon of an attacker, stopping the blow from hitting home. While your Warrior is using this sword he may attempt to parry any single incoming attack. Roll a D6. On a score of 1, 2 or 3 the blade fails to work and the attack hits home. On a score of 4, 5 or 6 the attack is magically turned away and has no effect. |
| 51 Deathsword (BDEW)
400G
This sword's power is such that it cannot really be controlled and would soon overwhelm whoever carried it. Once per adventure your Warrior may use this sword to increase his Strength to 10 for one turn. |
61 | Blessed Sword (BDEW) 300G
Cooled in the waters of the temple of Ulric, this sword is a powerful weapon of purity. While your Warrior is using this sword he only misses his opponent if his to hit roll is a 1 or a 2.
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| 52 | Dragonhelm (BE) 300G
This ancient Elven helm is inscribed with a glowing rune of fire. While your Warrior is wearing this helmet he gets +2 Toughness against all fire-based attacks. |
62 | Grey Armour of Eshkalon (BD)
400/0G
This dull grey armour is made of a flaky, stone-like substance and is extremely resilient. While your Warrior is wearing this amour roll 1D6 for each incoming attack. On a score of 1 the amour shatters and is useless. On a score of 2 or more the amour absorbs that many Wounds.
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| 53 | Blade of Sea Gold (BDEW) 150G
Forged from gold taken from the depths of the sea when the world was young, this blade is covered in runes so ancient and worn that they can no longer be read. While your Warrior is using this sword each attack he makes ignores the first point of his opponent's amour. |
63 | Armour of Fortune (BDE)
500/0G
This amour's gleaming metal plates magically reflect all the battles in which it has been worn in a rainbow array of never-ending carnage and war. This amour absorbs and stores damage. When your Warrior finds it, it is completely discharged, with no Wounds stored. Once he has put it on he cannot remove it for the rest of the adventure. It can absorb 30 Wounds, after which it explodes, taking the Warrior down to zero wounds (and out of the game if there is no potion or spell handy!).
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| 54 | 64 | ||
| 55 | Ogre Slayer (BD) 400G
This brutal, broad-bladed axe is a powerful weapon, almost certainly of Dwarf origin. While using this axe your Warrior gets +2 Strength (+3 if he is a Dwarf).
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65 | Undead Bane (BDEW) 200G
This sword was forged in the time of Nagash, the Liche-king, and is a powerful weapon against his undead hordes. While your Warrior is using this sword each Attack he makes against undead Monsters causes an extra 1D6 Wounds.
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| 56 | 66 |
| 11 | Ring of Seeking (BDEW)
500G
This glittering ring is fashioned from some material that looks like quicksilver. Once placed on the finger, the ring shifts and changes as a shining, liquid-metal band. This ring allows your Warrior to attempt to avoid a trap he has just activated. Roll 1D6. On a score of 1, 2 or 3 the ring's magic fails to work and the trap goes off as normal. On a score of 4, 5 or 6 the trap is magically disarmed and fails to work.
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21 | Dawnstone (BDEW) 500G
This crystal-like stone is mounted in a black iron brooch and radiates a pale light like that of the early morning. The Dawnstone may be used to restore any one Warrior to full wounds immediately, even if he is at zero wounds or dead. One use, then discard.
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| 12 | Chalice of Sorcery (W) 700G
This dull metal chalice sits in a small alcove in the wall, covered in verdigris and cobwebs. Rubbing the grime of years from its pitted surface, the Wizard recognises it as a Chalice of Sorcery. The Chalice of Sorcery acts as a source of Power that allows the Wizard to carry on casting spells when his own Power has run out. The Wizard can try to draw as many points of Power out of the Chalice as he likes. For every point of Power the Wizard draws to cast spells with, roll a D6. All the extra Power must be drawn at once 5o all the dice are rolled at the same time. For each dice that scores a 1 the Wizard loses 1D6 Wounds with no modifiers for Toughness or amour.
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22 | Rune of Death (BDEW) 500G
This stone has a Dwarf rune embossed upon its surface and is warm to the touch. When pressed into contact with any bladed weapon. the Runestone burns a Rune of Death into the blade and then vanishes. The Rune of Death itself is permanent. If the to hit roll with this weapon is a natural 6, the Rune of Death causes an extra 2D6 Wounds on the target.
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| 13 | Enchanted Jade Amulet (BDEW)
600G
The amulet of enchanted jade looks like a stone washed up on a beach, worn smooth by the action of the sea. The Amulet of Enchanted Jade allows your Warrior to attempt to regenerate (1 x his Battle-level) wounds per turn, up to his Starting Wounds score. Each turn that your Warrior uses the amulet roll 1D6 on the following table: 1 The amulet crumbles to dust, causing 1D6 Wounds on your Warrior, with no modifier for Toughness or amour. 2 The amulet has no effect this turn. 3-6 The amulet works as usual. The amulet automatically fails to work while the Warrior wearing it is on zero Wounds. One use per turn. |
23 | Crown of Sorcery (BDE) 1,000G
As soon as he puts this crown on, the wearer is plunged into the alien and dark world of magical power familiar to Wizards. The Crown of Sorcery allows any Warrior who is otherwise nonmagical to cast spells and use items of Wizard-only treasure. The Warrior wearing the crown can still wear amour. As soon as your Warrior finds the crown take two Spell cards from each deck at random: these are the spells he may cast. Each turn your Warrior gets the same amount of raw Power as a Battle-level 1 Wizard (roll 1D6+1 in the Power Phase), and may use it to cast one or more of his spells according to the normal rules. However, each time your Warrior casts one of his spells roll 1D6. If the score is 1 that spell fails and your Warrior is immobilised by the backlash of magical Power and can do nothing for the rest of the turn. While he is immobilised any attacks made against him hit on anything but a 1.
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| 14 | Book of Arcane Knowledge (W)
1,000G
This book has a cracked and aged leather cover, with a rusted metal spine and lock. Upon opening it. the pages rustle with a life of their own. The Book of Arcane Knowledge contains spells that the Wizard may cast. AS soon as the book is found roll 4D6. these dice are used to buy spells for the book in the same way that the Wizard gains spells when he goes up a Battlelevel, as described under 'New Spells' in the Wizards' Training section. Each spell in the book may be cast once automatically at no Power cost. Once a spell has been cast that page of the book crumbles to dust.
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24 | Talisman of Obsidian (BDEW)
500G
This black talisman throbs dully with the rhythm of a pulsing wound and the air around it hangs heavy. This talisman negates the powers of any Wizard or other spellcaster adjacent to the wearer. Any spells cast by such models fail on a 1D6 roll of 4, 5 or 6 and the Power used to cast the spell is redirected to heal 1D6 of the wearer's Wounds. If the wearer attempts to cast a spell himself roll 1D6. On a score of 1 the spell fails.
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| 15 | Brooch of Power (W) 1,000G
This brooch glows too brightly to look at, as if it contained the energy of a fallen star. At the end of each turn the Wizard may use the brooch to store any unused Power he has left over, up to a maximum of (6 + his Battle-level). This stored Power may then be used at any time to augment his spellcasting. In addition, the bright aura cast by the brooch distracts any Monsters attacking the Wizard, adding +1 to his Toughness. |
25 | Tablet of Adain (W) 1,000G
This stone tablet weighs surprisingly little and is covered in indecipherable hatching and markings. When used by a Wizard, the Tablet of Adain allows you to re-roll any or all of his 'spell determining dice' when he goes up a Battle level (see 'New Spells' in the Wizards' Training section). You may only re-roll each dice once and must take the result of the second roll, even if it is worse.
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| 16 | Wand of Jade (W) 600G
This wand is the size of a walking stick and is made from a single piece of fine jade. Strange icons engraved upon its surface glow with power. This wand increases the effect of any spell that requires you to roll one or more dice for its effects, such as Heal wounds or Lightning Bolt, by adding +2 to the total. Note that the wand does not increase the spell's chance of success in any way. For example: if the Wizard uses this wand to increase the effects of the Finger of Life spell it still succeeds on a roll of 4, 5 or 6. but now heals 6, 7 or 8 Wounds (depending on the success of the roll). When found, the wand has 2D6 charges. Each use of the wand expends 1 charge.
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26 | Armour of Taakan (BD) 1,500G
This matt black suit of full amour - with dull bronze battle runes engraved on the breastplate, arms and helm - is said to be endowed with a life of its own, striking at the enemy no matter what its wearer intends. While wearing the Armour of Taakan your Warrior gets the benefits of Heavy Armour and Warhelm (+5 Toughness and -1 Movement). Every time an enemy wounds your Warrior the amour immediately retaliates and forces its wearer to strike back straight away. Your Warrior must make a single attack against the enemy that just hit him, in addition to his normal attacks this turn. Note that, if successful, this attack does not cause a deathblow. |
| 31 | Wand of Diabolum (W) 500G
This wand is pure white, shot through with streaks of diabolum, a bright red substance capable of harnessing magical energy. While using this wand all your Wizard's spells have their casting number reduced by -1.
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41 | Sword of Destruction (BDEW)
750G
This sword resonates with a deep hum and flickers with lightning. When drawn from its scabbard, this sword nullifies all magic within 1 square of the wielder. As long as the sword remains drawn. the wielder and any models in adjacent squares cannot use or count the benefits of any magic items or spells. In addition, the sword causes +1 Wound and gives the bearer the Magic Dispel 6+ special ability (see the Bestiary).
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| 32 | Ring of Cheshnakk (BDEW)
1,000G
Cheshnakk was a great wizard from Araby whose expertise was the creation of exquisite flying carpets. The pinnacle of his achievements, however, was forging the Rings of Cheshnakk. On command, one of these rings can transport its wearer back to his home, be that a castle, a forest clearing or a humble cottage. While wearing this ring your Warrior may at any time leave the dungeon and be transported to his home and safety. He is out of this adventure and meets the Warriors at the next Settlement.
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42 | Bane Sword (BDEW) 500G
As soon as it is drawn in the presence of its hated foe this blade snarls and growls, eager to spill blood. As soon as your Warrior finds this sword make a D66 roll on the Monster Table that is the same level as your Warrior s Battle-level. The sword does 2 x normal damage against all Monsters of that race (if you roll Skaven Assassins, for instance, the Bane Sword affects all Skaven). |
| 33 | The Hammer of Sigimar (BD)
2,000G
This is perhaps the most ancient and revered of all the magic weapons in the Empire, forged by Dwarf Runesmiths to cement an ancient alliance between Dwarfs and Men. The Hammer of Sigmar ignores all except magic amour when rolling for damage. In addition, if the to hit score for the attack is a natural 6 it causes 4 x normal damage. There can only ever be one Hammer of Sigmar in the party.
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43 | Dragon Sword (BDEW) 1,200G
This blade is fashioned from the venom fang of a Great Fire Dragon and is ancient beyond all telling. This sword causes double damage on a successful natural to hit roll of 5 or 6. However, the sword is partially sentient and refuses to be drawn from its scabbard by a Warrior of Battle-level 3 or below. |
| 34 | Blade of Leaping Gold (Bdew)
1,000G
This blade is superbly balanced and moves in a swift golden arc with almost no effort on the wielder's part, slicing through the enemy ranks with ease. While wielding this weapon your Warrior gets +3 Attacks. |
44 | Hellfire Sword (BDEW) 1,500G
Flames leap and burn along the length of this other-worldly sword. As it swings through the air, it leaves a trail of spitting magma in its wake. If your Warrior hits his opponent with a natural to hit roll of 6, as well as causing normal damage the target and all adjacent models (including your Warrior) burst into flames and take an extra 1D6 Wounds for each of your Warrior's Battle-levels, with no modifiers for Toughness or amour.
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| 35 | Frostblade (BDEW) 750G
This pale metallic blue weapon exudes a freezing aura and its blade glitters like ice. When wielding the Frostblade your Warrior may only make 1 Attack per turn. If your Warrior makes a successful attack with the Frostblade that causes at leas+1 Wound (after taking into account Toughness, amour, any special abilities such as Ignore Blow, etc.) the target is automatically slain. A blow from a Frostblade can cause a deathblow. The Frostblade may only be used once per adventure.
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45 | Gromril Blade (BD) 1,200G
This mighty two-handed axe is a Dwarf artifact, able to cut through all but the most powerful amour. This axe ignores all except magical amour and does double damage on a successful hit. However, the axe is partially sentient and refuses to be drawn by a Warrior of Battle-level 2 or below. The Gromril Blade may not be used with a shield. |
| 36 | Rending Sword (BDEW) 1,200G
The serrated points along the cutting edge of this blade grind and gnash together like teeth, tearing through amour, flesh and bone. This sword causes an extra 2D6 Wounds upon a successful hit. In addition, the blow ignores 2 points of amour if the to hit roll was a natural 5 or 6. |
46 | Hydra Sword (BDEW) 850G
Steeped in the blood of a hydra as it was forged, this blade has taken on some of the properties of these terrible beasts. On each successful hit, this blade does an extra 6D6 Wounds. The Hydra Sword may be used once per adventure. |
| 51 | SWORD OF VENGEANCE
(BW) 1 000G
The blade shines with a pure light and never dulls. This sword ignores the Monster's Toughness and all except magical armour when determining damage. In addition, the wielder can re-roll one miss per turn.
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61 | Enchanted Shield (BDE)
500G
The surface of this shield gleams as brightly as a mirror. Clouds roll across its surface, and shards of light cut the air around it. This shield gives its bearer +3 Toughness, but may not be used with any other armour, except a helmet, until the wearer is Battle level 4 or above. A Warrior may not wield a two-handed weapon while using the Enchanted Shield.
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| 52 | Axe of Slaying (D) 500G
This axe was once wielded by the Dwarf Giantslayer Umgrul Grunnson at the final battle of Karak Azgal. This axe automatically hits its target - the wielder does not have to make a to hit roll. In addition, instead of a normal damage roll, to work out the axe's damage roll 1D6: if the score is a 1 the axe causes 1D6 (+ Strength) Wounds, if the score is a 2 the axe causes 2D6 (+ Strength) Wounds, and so on. Use for one turn per adventure.
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62 | Armour of Meteoric Iron (BD)
1,000G
This amour's appearance is pitted and dull, but it glows with a dim radiance that betrays its true nature. This amour gives its wearer +3 Toughness, with no deductions for movement. However, once worn it fuses to the flesh and cannot be removed. Unfortunately, because the amour is so heavy, it cannot be carried. It must be worn immediately or left where it is found.
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| 53 | Sword of Heroes (BDEW) 900G
This sword shines with an undimming fire - the fire of righteousness smiting down evil wherever it may be found. This sword causes an extra 3D6 Wounds when used against Monsters with a Toughness of 6 or more. |
63 | Shield of Ptolos (BDE) 250G
This shield throws a shimmering haze around its bearer, making him a difficult target in battle. This shield gives the bearer +2 Toughness. In addition, when drawing Warrior counters to determine who has been hit by missile fire, the first time the bearer's counter is pulled out you may put it back and draw again. If it comes up a second or subsequent time he is hit as normal. |
| 54 | Blade of Leaping Bronze (BDEW)
450G
As soon as it is drawn this blade strikes with incredible speed. This sword gives its wielder +2 Attacks.
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64 | Armour of Dargan (BD) 1,000G
The glow from this deep red amour lights up the dungeon. This amour makes the wearer harder to hit: he gets +4 Toughness and any Monster attacking him is at -1 on its to hit roll unless using a magical weapon.
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| 55 | Bow Of Loren (E) 2,000G
This slender bow was fashioned by the Wood Elves of Loren. This bow inflicts 1D6 Wounds per Battle-level of the wielder. If this is sufficient to kill the target outright, and there is a Monster directly behind it in the direction the bow was fired. the arrow continues. hitting that Monster too. This process continues until either there are no more Monsters in the direct line of fire. or one of them survives.
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65 | Spelleater Rune (BDEW) 500G
This rune contains powerful spells of negation. Magic in the immediate vicinity arcs as the rune tries to pull it in and absorb it. When pressed into contact with any bladed weapon, the Spelleater Rune burns a copy of itself into the blade and then vanishes. The Rune on the blade itself is permanent. Any spells cast against the bearer of this magical blade now fail on a 1D6 roll of 5 or 6.
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| 56 | Surefire Bow (BDEW) 900G
This elegant bow has a single rune of Surefire. Ancient stories tell of a bow that never misses and this may be that very weapon... This bow has Strength 4 and adds +2 to the wielder's to hit roll. |
66 | The Staff of Command (W) 900G
This staff had runes of command burned into it many centuries ago. Once per Event the Wizard may use this staff to attempt to control any Monster on the board. The attempt must be made as soon as the Monsters appear. Roll 1D6. On a score of 1, 2, 3 or 4 the magic fails. On a score of 5 or 6 the Wizard may choose one Monster and make it do whatever he wants, as long as the action does not cause it to harm itself. The Monster fights in the Warriors' phase and if it kills another Monster no-one gets the gold. At the end of the turn, the possessed Monster returns to normal.
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