Source: Warhammer Armies Project: Unofficial 9th Edition

Magic Items Expansion (Beastmen)
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Magic Weapons

Primeval Club(Magic Weapon)60 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. This affects any Armour Saves the model might be required to take as well.

Axe of Men(Magic Weapon)40 points

The Axe 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.

The Axe of Men gives the wielder the Killing Blow special rule. In addition, if the bearer kills an enemy character in a challenge, they and any unit they are with gain the Stubborn and Terror special rule for as long as they remains with the unit.

Slaughterer's Blade(Magic Weapon)40 points

Taking the form of a crude glaive writhing with veins and gasping fanged mouths, the Slaughterer's Blade feeds on indiscriminate bloodletting. Any who wield it are said to gain eternal life, provided that the blood on the blade never dries.

Model on foot only. Great weapon. For each wound inflicted with the Slaughterer's Blade, roll a D6 immediately. Each roll of a 4+ heals one lost Wound to the bearer (up to their starting Wounds total). Wounds regained in this way do not count towards combat resolution.

Hunting Spear(Magic Weapon)35 points

Originally created to fell the mighty Mammoths 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.

Spear. The Hunting Spear can be thrown following the rules for javelins with a range of 24" each Shooting phase. Resolve each hit like a Hit from a Bolt Thrower.

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.

Two hand weapons. The Steel-Claws confer an extra D3 Attacks to the wielder rather than 1 (roll at the beginning of each round of close combat). If a natural 6 is rolled when determining the number of attacks, all the bearer's attacks that round gain the Ignores Armour Saves special rule.

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 gives the wielder +1 Attack for each enemy model in base contact. In a challenge, it only confers +1 Attack.

Mangelder(Magic Weapon)30 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 gains the Terror special rule. In addition, any model wounded by this weapon loses 1 point of Leadership for each Wound it suffers.

Everbleed(Magic Weapon)20 points

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

Every time an enemy model suffers an unsaved wound from Everbleed, roll a D6. On the result of a 4+, 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 4+.

Scimitar of Skultar(Magic Weapon)5 points

The dark, serrated blade of this weapon is engraved with words of power in the Dark Tongue, keeping its biting edge keen and sharp for all time.

Magic Armour

Blade-blunter Armour(Magic Armour)40 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.

Medium 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.

Pelt of The Shadowgave(Magic Armour)30 points

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

Light armour. All shooting attacks directed at the bearer or the unit he is with suffer -1 To Hit. Enemy spells that target the bearer or the unit he is with suffer -2 to cast.

Trollhide Armour(Magic Armour)30 points

Properly treated and inscribed with the correct sigils when Morrsleib is full in the sky, the Trollhide Armour confers some of the more gruesome abilities of its former occupant to the wearer.

Pelt of The Dark Young(Magic Armour)15 points

After years of being smeared in blood, filth and excrement in the name of the Chaos gods, the Champion's pelt has mutated into an iron-hard cloak of gristle and hair that affords protection from both physical and magical attacks.

Blackened Plate(Magic Armour)10 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.

Chaos Armour (Beastmen)(Magic Armour)10 points

As well as scraps of chainmail and plate metal, the Chaos Armour of Beastmen is often also formed from bone, wood and the hides of strange creatures.

Heavy armour. This armour may be taken by any character in the Beastman army, including Wizards.

Talismans

Crown of Horns (Talisman)(Talisman)30 points

Occasionally, a beast that has earned the favour of his patron god sprouts a thick crown of long, jet-black horns from his skull. Rivulets of blood constantly trickle from where the horns have pushed through his forehead, and it is obvious to all that the bearer has truly been marked for greatness.

The bearer of the Crown of Horns gains a Ward Save (5+). In addition, any unit he joins gains +1 to any Rally attempts they make.

Eye of Night(Talisman)25 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.

Arcane Items

Skull of Rarkos(Arcane Item)55 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 12" (including the bearer himself) gain a +1 bonus to the result of their spell casting attempts.

Staff of Darkoth(Arcane Item)25 points

This staff and its wielder are crawling with slugs, bugs, and insects. They seeth over the surface of the wood, burrow into the shaman's fur and inhabit his robes. This staff writhes with movement, twisting in the bearer's hand. Faces appear in the woodwork, pushing outwards to curse the living. This malevolent staff can be used by a Bray-shaman to enhance his magical powers.

Hagtree Fetish(Arcane Item)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.

The Plague Chalice(Arcane Item)20 points

This rotting wooden goblet is filled with a festering brew of pus and blood, with wriggling maggots and worms spill from the froth on the liquid's surface. A Shaman who sups from the chalice feels a burning pain wrack his body as the foul liquid seeps through him, yet his magical ability is suddenly enhanced, making his spells all-powerful and deadly.

Mark of Nurgle only. The Shaman may drink from the Plague Chalice at the start of his Magic phase. He suffers an immediate Strength 4 hit that Ignores Armour Saves and Ward Saves. For the remainder of that Magic phase, any spell casting attempt by the Shaman that includes any double (except 1's) on the initial roll gives the caster another free power dice to the casting attempt.

Jagged Dagger(Arcane Item)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 generates an additional Power or Dispel dice that can be used in the next Magic phase.

Enchanted Items

Horn of The Great Hunt (Enchanted Item)35 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.

The Goretooth(Enchanted Item)25 points

Wrenched from the jaw of the legendary Doombull Grashak, the Goretooth is hung from a necklace of bones and tendons. It carries within it the savage hatred of this once-mighty Champion of Chaos, and the wearer constantly froths at the mouth, bloodshot eyes staring as he lumbers toward his prey.

The Goretooth gives the bearer the Hatred and Bloodgreed special rules.

Horn of The First Beast(Enchanted Item)25 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.

Beastlords and Wargors only. All friendly units within 12" of the bearer of the Horn of the Great Beast may re-roll failed Primal Fury tests.

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.

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.

Infantry only. The bearer of the Skin of Man gains the Scouts special rule.

Bloodhunt Horn(Enchanted Item)10 points

Fashioned from the tusk of one of the lumbering daemonkin haunting the depths of the forest, a blast on this magical horn can chill enemy warriors to the core, and drive all thoughts of battle from their minds in their desperation to flee.

One Use Only. Once per battle, the bearer can force a fleeing enemy unit within 12" to automatically fail their Rally test. This must be declared before the test is made.

Cacophonous Dirge(Enchanted Item)5 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 horn fashioned from the tusk of a mighty Ramhorn. It is so deafeningly loud that it drowns out the instruments of all who face the Beastmen.

Enemy musicians within 8" of the bearer of the Cacophonous Dirge have no effect.

Magic Standards

The Flesh Banner(Magic Standard)35 points

The Flesh Banner is made from living body-matter and looks like a boneless man stretched into a large, squarish shape. In battle, the pitiful creature wails and screams at the enemy, clutching at them with flailing arms and tentacles, drawing them towards its drooling mouths.

At the start of each close combat phase, all enemy units in base contact with the bearer of the Flesh Banner suffers D6 Strength 4 hits, distributed as Hits from shooting. Any wounds caused by the Flesh Banner counts towards combat resolution.

The Banner of Outrage(Magic Standard)25 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 unit carrying the Banner of Outrage automatically passes Primal Fury tests and counts as having rolled doubles. However, all enemy units gain the Hatred special rule against the unit.

Manbane Standard(Magic Standard)25 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 unit carrying the Manbane Standard suffer -1 to their Leadership characteristic.

Vitriolic Totem(Magic Standard)25 points

This gnarled, contorted bough is hung with the heads of fallen Bestigor Champions, bulging from within its dark branches like obscene fruit. The magic of the totem is so strong that these heads chatter with a semblance of life, dribbling thick strings of poisonous blood in an unholy sacrament onto the outstretched weapons of the Beastmen below.

The Gore Banner(Magic Standard)20 points

Festooned with the horns of past Beastlords, the Gore Banner is a powerful symbol to Beastmen and bolsters their confidence.

Totem of Rust(Magic Standard)15 points

Little more than a fanged 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) in base contact with the Totem of Rust treat their Armour Save as 1 point worse than it actually is. The Totem of Rust has no effect on Natural Armour.

Preyseeker(Magic Standard)10 points

Preyseeker is a standard hung with the skins of wolves, savage hounds and other feral predators. It guides its bearers to the exact location of their prey; a herd with such a banner will never go hungry.

The unit carrying the Preyseeker automatically enters the battlefield when using the Ambushers special rule (no roll is needed), and may March the turn it does so.

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