The following magic items are available to Chaos Dwarf armies. These can be taken in addition to any of the magic items listed in the Warhammer rulebook.
Magic Weapons
Close combat attacks made with this weapon have Killing Blow, and in addition once per game, the bearer can inflict an automatic wound on every model in base contact, including their own mount, with no armour saves possible.
Chaos Dwarf only. Close combat attacks made with this weapon are at +2 Strength. Any Flammable model successfully wounded is killed outright.
The bearer of this weapon suffers Hatred.
Magic Armour
Chaos Dwarf only. The wearer of this mask count their armour as 1 point better than normal. In addition, they cause fear and have a 4+ ward save which increases to 2+ against Flaming Attacks.
This armour provides a 2+ save that cannot be otherwise improved and Magic Resistance (2).
Talismans
Chaos Dwarf only. The bearer’s Toughness is increased to +1, while their Initiative is lowered by -1 (to a minimum of 1).
Arcane Items
In any Magic phase the bearer may, if they wish, reduce the number of dice held in both side’s pools by D3 each. Roll these dice separately declaring before rolling which applies to which side. If a double '1' is rolled between the dice then the bearer suffers a wound with no armour saves allowed. If they roll a double ‘6’ then the bearer may recover a wound previously lost in the game.
Enchanted Items
One use only. This effect takes place at the start of the player’s Movement phase before charges are declared. All enemy units within 18" not Immune to Psychology or Unbreakable suffer a Panic test. Buildings, structures, Chariots (also including models with Chariot-type profiles) and other War Machines within this range suffer D6 automatic wounds. Note that this item’s effect is not a Bound Spell and so may not be dispelled normally.
Magic Standards
All Hobgoblin units within 12" are Immune to Psychology.