Source: Warhammer Fantasy: 8th Edition

Tools of Destruction
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The following magic items are available to Ogre Kingdom armies. These can be taken in addition to any of the magic items listed in the Warhammer rulebook.

Magic Weapons

Siegebreaker(Magic Weapon)85 points

Always Strikes Last. Requires Two Hands. In close combat, the wielder of the Siegebreaker has +2 Strength. Roll To Hit against the enemy's Initiative instead of his Weapon Skill, and no Parry saves are allowed. In addition, when assaulting models in a building, the wielder can make a 'Siegebreaker Attack' instead of attacking normally in the Close Combat phase (though he may still Stomp). A Siegebreaker Attack inflicts D6 hits with a Strength equal to the height of the building in inches, up to a maximum Strength of 10 (so, for example, models in a building that is 6 inches high would suffer D6 Strength 6 hits. Measure from the base of the building to its highest point.

Thundermace(Magic Weapon)85 points

Always Strikes Last. Requires Two Hands. In close combat, the wielder of the Thundermace has +2 Strength. In addition, the wielder may choose to exchange all of his Attacks in close combat to make a single 'Thundercrush Attack'. Roll To Hit against the highest Weapon Skill amongst the enemy models in base contact. If the Thundercrush Attack hits, place the small template anywhere so that it is touching the wielder's base. Any Infantry, war beast or swarm models that lie underneath the template (friend or foe!) suffers a single Strength 3 hit. The model under the template's central hole instead suffers a single Strength 9 hit with the Multiple Wounds (D3) special rule. A model with any other troop type beneath the template is too big to be crushed, and doesn't suffer any hits. The wielder of the Thundermace may still Stomp even if he uses the Thundercrush Attack.

Magic Armour

Gut Maw(Magic Armour)45 points

Heavy Armour. An Ogre wearing the Gut Maw has the Terror special rule. In addition, he recovers one lost Wound (up to his starting number) for each unsaved Wound he causes in a challenge.

Talismans

Gnoblar Thiefstone(Talisman)45 points

A Gnoblar Thiefstone grants the bearer Magic Resistance (2). In addition, roll on the following table when the model is deployed to see if the Thiefstone has helped them 'find' any useful items. Note that this may result in the bearer of the Thiefstone having two Magic Talismans (the Thiefstone and the item from the table). In addition, if the item that has been 'found' is being used by another character (friend or foe), then the other character loses the item.

Greedy Fist(Talisman)40 points

The wearer has +1 Strength and a 6+ ward save. If a Magic Weapon inflicts a Wound that is saved by this ward save, its magical properties are consumed by the Greedy Fist; it is treated as a normal, non-magical weapon of the same type for the remainder of the game. If no type is listed, it is treated as a hand weapon. In addition, an enemy Wizard loses a Wizard level and a randomly selected spell each time they are hit in close combat by an Ogre wearing the Greedy Fist.

Arcane Items

Grut's Sickle(Arcane Item)50 points

At the start of the Ogre Magic phase, the bearer of Grut's Sickle can inflict a single Wound on any unit he has joined. If he does so, then he adds +2 to all casting rolls he makes during that Magic phase. A Wound inflicted by Grut's Sickle is distributed as a shooting attack, and may not be saved in any way. Roll 2D6 at the end of each Magic phase where Grut's Sickle is used; on a roll of 3 or more noting happens, but in a roll of double-1 the unit turns upon and slays the wielder of Grut's Sickle, and he is removed as a casualty with no saves of any kind allowed.

Hellheart(Arcane Item)50 points

One Use Only. The Hellheart can be used at the start of one of the opposing side's Magic phases, immediately after rolling for the Winds of Magic. All enemy Wizards within D6 x 5" of the bearer must roll on the Miscast Table. Special rules or magic items that affect a normal miscast roll can be used against miscasts caused by the Hellheart. After resolving all the miscasts, add an extra dispel dice to the Ogre's dispel pool for each enemy Wizard that was forced to roll on the Miscast table.

Enchanted Items

Rock Eye(Enchanted Item)5 points

At the beginning of each Ogre turn, pick one unit in the line of sight of the bearer of the Rock Eye. The opposing player must announce the presence of any hidden models (Fanatics, Assassins and the like) within that unit, and say what magic items are carried by the unit or any characters that have joined it. He need not say who carries them, however.

Magic Standards

Rune Maw(Magic Standard)60 points

When any enemy spell targeting a unit with the Rune Maw is successfully cast, roll a D6. On a roll of 2+, the caster must choose a new target for the spell. If no other target is available (because no other target is in range or all eligible units have already been targeted, for example), then the spell is wasted but still counts as having been cast. Spells that do not specifically target the unit are not affected by the Rune Maw.

Dragonhide Banner(Magic Standard)50 points

Models in a unit with the Dragonhide Banner can re-roll all To Hit, To Wound and saving throws of 1 on the turn they make a successful charge. In addition, the bearer of the banner can use it to unleash an icy blast. This is a Strength 3 Breath Weapon. A unit hit by the icy blast has the Always Strikes Last special rule until the end of its next turn.

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