Source: Warhammer Armies Project: Unofficial 9th Edition

Magic Items (Amazons)
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This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Amazons. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

Star Sword(Magic Weapon)60 points
Arc Claws(Magic Weapon)40 points
Hand of Rigg(Magic Weapon)40 points

All attacks made with the Hand of Rigg are resolved at Strength 8 and have the Always Strikes Last special rule.

Bright Staff(Magic Weapon)30 points
Jaguar Mace(Magic Weapon)25 points

The wielder gains the Armour Piercing (1) special rule, and enemies attacking the wielder in close combat suffer -1 To Hit.

Meteor Spear(Magic Weapon)25 points

Spear. Attacks made with the Meteor Spear have the Flaming Attacks special rule. When charging, all attacks made with it have +1 Strength with the Armour Piercing (1) and Multiple Wounds (D3) special rules.

Roar of Chotec(Magic Weapon)25 points

Sun Gauntlet. Shots from the Roar of Chotec have Strength 6. When firing the Roar of Chotec, you may choose to overcharge it, making the shot have Strength 7 and the Multiple Wounds (2) special rule. If you do so, on a To Hit roll of 1 the wielder suffers one automatic hit from the weapon, using the normal profile, even if you can reroll the initial To Hit roll of 1.

Skypiercer(Magic Weapon)25 points

Bow. All shots from Skypiercer are resolved at Strength 5 with the Flaming Attacks special rule. The arrow penetrates ranks like a bolt thrower, but does not suffer any Strength penalties for each rank.

Stunning Rod(Magic Weapon)20 points

Magic Armour

Shield of Feather Iron(Magic Armour)40 points
Crystalline Armour(Magic Armour)35 points

Medium armour. For every spell successfully cast upon the bearer or the unit they are with, the Amazon player gains an additional Power Dice or Dispel dice to their current pool. Characters may wear this armour despite not being able to take normal medium armour.

Armour of the Swamp Drake(Magic Armour)10 points


Magic Feathers of Natalina(Talisman)50 points

Enemies must re-roll successful rolls To Hit in close combat and with missile weapons against the wearer. In addition, they gain the Ward Save (6+) special rule.

Aspect of Axlberyn(Talisman)40 points

Model on foot only. The wearer gains Ethereal special rules, but cannot join any units.

Shield Amulet(Talisman)40 points

For every Wound the wearer suffers, roll a D6. If this number is equal to or higher than the Strength of the Attack, the Wound is nullified.

Sign of Potec(Talisman)30 points
Mirage of Amaxonia(Talisman)20 points
Itzl's Beast-Ward(Talisman)15 points

Arcane Items

Bright Wand of Xoloc(Arcane Item)35 points
Locket of Rigg(Arcane Item)35 points

Bound Spell, Power Level 4. At the start of the game, roll a D6 to determine the number of the spell from the Lore of Light contained within the Locket – you may replace the rolled spell with Shem's Burning Gaze if you wish.

The Cobra Staff(Arcane Item)30 points
Tiara of Serena(Arcane Item)20 points

The bearer may attempt to cast the same spell twice in each Magic phase if the first attempt was either unsuccessful or dispelled.

Enchanted Items

Elixir of Life(Enchanted Item)50 points

The Bearer of the Elixir of Life gains the Regeneration (6+) special rule, and automatically heals one Wound suffered earlier in the game at the start of each turn.

Fiery Wings(Enchanted Item)30 points
Plaque of the Old Ones(Enchanted Item)25 points

The bearer becomes a Level 1 Wizard who can use any of the eight Lores of Battle Magic. However, they do not get any bonus to casting or dispelling and cannot channel dice.

Blue Stump Brew(Enchanted Item)20 points

One use only. The brew may be drunk at any time. Roll a D6; this is the number of points the character may increase her characteristics by. She may freely divide them between several different characteristics if she wishes. The effects of the brew last until the start of the character’s next turn.

Eye of Tzcalli(Enchanted Item)20 points

The bearer gains the Sniper special rule.

Emerald of the Moon(Enchanted Item)15 points
Augur Skull(Enchanted Item)10 points

Enemy units deploying with the Scout special rule cannot be set up closer than 18" away from the bearer of this item.

Statue of Sotek(Enchanted Item)10 points
Warrior's Sun Ring(Enchanted Item)10 points

The bearer can reroll one failed To Wound roll in each of their combat phases.

Huanchi's Jaguar Headdress(Enchanted Item)5 points

Optional Upgrade: Bound spell, power level 8. This is an augment spell with a range of 12". The target unit immediately makes a move with the Fly (10) special rule as if it were the Remaining Moves sub-phase.

Magic Standards

Banner of the First Queen(Magic Standard)55 points

The range of the bearer’s Hold Your Ground! special rule is increased by 6". Additionally, the bearer of this standard and any unit accompanying them has the Strider special rule and are Stubborn in the first round of close combat.

Jaguar Standard(Magic Standard)45 points
Eagle Banner (Amazons)(Magic Standard)40 points

The unit carrying this standard gains the Swiftstride special rule and may reroll any 1's for their Charge distance roll.

Piranha Totem(Magic Standard)30 points

The unit carrying this standard gains the Killing Blow special rule.

Pennant of Serena(Magic Standard)25 points

The unit carrying this standard automatically passes Leadership tests to disengage from combat when using Guerrilla Tactics, and may choose to move normally in the Remaining Moves phase after rallying, even if they are not Skirmishers or Fast Cavalry.

Tapestry of Inhamex(Magic Standard)15 points

If a friendly unit within 6" is destroyed or involuntarily flees, the unit carrying this standard may re-roll 1's when rolling To Hit and To Wound in their next close combat phase.