The following magic items are available to Dwarf armies. These can be taken in addition to runic items as a character’s points allow, but no further runes can be added to any of the Ancestral Heirlooms. Note that Dwarf character may not select magic items from the Warhammer rulebook.
Magic Weapons
Attacks with the Hammer of Karak Drazh are resolved at +3 Initiative, and any enemy models that suffer one or more unsaved Wounds from it have their own Initiative reduced to 1 until the end of the Close Combat phase.
The Red Axe of Karak Eight Peaks allow its wielder to re-roll To Hit and To Wound rolls against all models from Warhammer: Orcs & Goblins and/or Skaven. Additionally, the wielder also has the Terror special rule against all models taken from Warhammer: Orcs & Goblins and/or Skaven.
Magic Armour
The Magnificent Armour of Borek Beetlebrow grants the wearer a 2+ armour save. In addition, the Armour of Borek Beetlebrow grants the bearer a 3+ ward save against all attacks of Strength 6 or higher.
Enchanted Items
One use only. The Silver Horn of Vengeance can be used at the start of any friendly turn. Its wielder, and any friendly units within 6", has the Devastating Charge special rule until the start of their following turn. Additionally, once used, the blower of the Silver Horn of Vengeance, and any unit he joins, cause Fear in all models from Warhammer: High Elves, Dark Elves and/or Wood Elves for the rest of the game.
The Fiery Ring of Thori gives its bearer a Strength 4 Breath Weapon with the Flaming Attacks special rule.
Magic Standards
All models in a unit that carries the Banner of Lost Holds can re-roll failed To Wound rolls in close combat.