The following magic items are available to Skaven armies. These can be taken in addition to any of the magic items listed in the Warhammer rulebook.
Magic Weapons
Gives the bearer Strength 10 and successful ward saves taken against wounds inflicted by the bearer in close combat must be re-rolled. Any unsaved wounds caused by the Fellblade are multiplied into D6 wounds. Roll a D6 at the end of each of the wielder's turns; on a 3+ there is no effect. On a roll of 1-2 the wielder suffers 1 wound with no armour save allowed.
Armour saves cannot be taken against hits from a Warpforged Blade.
A Warlock Weapon adds +1 Strength and +1 Attack to any model so equipped. Any number of Warlock Engineers in an army may take this item, but none may take it more than once.
The bearer is granted +1 Strength to all attacks made in close combat, and has the Multiple Wounds (2) special rule. In addition, if the wielder makes a To Hit roll that has two or more rolls of 1, the wielder immediately suffers a wound that is multiplied to 2 wounds. Other Attacks are carried out as normal.
A Weeping Blade has the Armour Piercing and Multiple Wounds (D3) special rules. Any number of Gutter Runner Champions in an army may take this item, but none may take it more than once.
The wielder is granted +1 Strength to all attacks made in close combat. Additionally against Dwarfs, all hits are Armour Piercing, and the user re-rolls all failed To Wound rolls.
Enemy models lose 1 point of Toughness from their profile for each unsaved wound they suffer from this blade. Any model reduced to Toughness 0 is removed as a casualty.
Magic Armour
Warpstone Armour gives its wearer a 4+ armour save. For each successful armour save made by the bearer in close combat, the armour immediately inflicts a Strength 4 hit against the model that struck the blow. Any casualties will count towards the combat resolution. Warpstone Armour can be worn by Clan Skryre Warlock Engineers.
The armour gives its wearer a 4+ armour save. The first time the wearer is wounded by a Strength high enough to completely cancel his armour save, or is not permitted an armour save for any reason, the wound is discounted, but the armour is completely destroyed.
Any models in base contact wishing to strike the bearer of this shield suffer -1 Attack, to a minimum of 1.
Talismans
Confers a 5+ ward save upon the bearer.
Shooting attacks at the bearer of a Shadow Magnet Trinket and any unit he has joined suffer a -1 To Hit penalty in addition to any normal modifiers.
One use only. A Skaven model wearing a Rival Hide Talisman can make a single enemy model in base contact re-roll all its successful To Hit dice rolls.
Arcane Items
One use only. Bound Spell (Power Level 5). When this scroll is read all flying units within 24" of the caster suffer D6 Strength 6 hits, distributed as per shooting.
During each friendly Magic phase, a Grey Seer or Warlock Engineer with a Warp-Energy Condenser can, on a D6 roll of 5+, generate an extra power dice. While wearing a Warp-Energy Condenser a caster does not add D6 but D6+2 hits when casting Warp Lighting. Rolls of 1, however, do not gain the +2 bonus.
The bearer gains a 3+ ward save against the first wound suffered. If the wound is saved because of the ward save of the Scrying Stone, the bearer will be subject to Stupidity in the following friendly turn.
One use only. Multiple Grey Seers and Warlock Engineers may purchase as many Warpstone Tokens as are allowed within the limit of points they are able to spend on magic items. Warpstone Tokens do not count against the total Arcane Items a model is allowed to bear. A Grey Seer or Warlock Engineer may choose to eat some warpstone to boost its powers. Before casting a spell announce which model is eating Warpstone Tokens. For each token consumed, a Wizard may add a single dice to his casting effect. These dice are added to the normal power dice. A spell may be cast entirely with warpstone. For any of the warpstone generated dice that rolls a one the Wizard suffers a wound with no armour saves allowed. The results of Miscast or Irresistible Force apply as normal.
Enchanted Items
One use only. At the start of the game, a character carrying Skavenbrew can use it on a single unit of Clanrats or Stormvermin in base contact. Champions are affected but not character models. Roll a D6 after the brew is consumed.
D6 | Result |
1 | Gone Bad: The unit takes D6 Strength 3 automatic hits with no armour save save. The Skavenbrew has no additional effect. |
2-3 | Inspired Hatred: The unit now has Hatred of all enemies. |
4-5 | Frenzied: The unit is now subject to Frenzy. |
6 | Rabid: The unit is subject to Frenzy, but instead of adding +1 Attacks, add +2 Attacks. In each friendly Compulsory Move sub-phase the unit will take D6 automatic wounds with no armour saves allowed. |
One use only. At the beginning of any phase (friend or foe's) announce you are using Skalm. The bearer is instantly cured of any wounds suffered so far. Skalm is of no use to models that are already dead. Skalm can only be used by the bearer.
In order to charge the bearer or any unit he has joined, an enemy unit must first pass a Leadership test. If the Leadership test is failed, roll a D6 and move the unit a number of inches equal to the roll, in the same manner as if it had failed a charge.
Any enemy unit in base contact with the model bearing Portents of Verminous Doom suffers a -1 penalty to its Leadership for as long as they remain in contact.
Magic Standards
All enemy units within 12" of this banner suffer a -1 penalty to their Leadership and the owning player can make enemy units in base contact with the bearer of this banner re-roll any successful Leadership tests.
One use only. The banner can be activated at the beginning of any player's turn. No flying movement is allowed across the entire battlefield and missile fire is -2 to hit. All shooting attacks that don't use BS to hit their target need to roll a 4+ on a D6 before they can fire. Roll a D6 at the beginning of each following player turn - the effects of the banner will end on a D6 roll of 4+.
In any combat in which a unit bearing the Grand Banner of Clan Superiority has more ranks of five or more models than its opponents, the banner will add not 1 as per a normal banner, but instead a total of D3 to its bearer's combat resolution. Roll at the end of each combat.
All enemy models in base contact with the bearer of this banner take a single Strength 3 hit with no armour save at the start of every round of close combat. Additionally, should the unit bearing the Shroud of Dripping Death break from combat, any unit that dares to pursue it will immediately suffer D6+2 Strength 3 hits with no armour saves.
All units in base contact with the unit bearing this banner suffer 2D6 Strength 2 automatic hits at the start of every round of close combat. All hits are distributed as per Shooting.
The unit carrying this banner gains Hatred (Dwarfs) and likewise will be subject to all Dwarfs gaining Hatred against them.
One use only. Once per battle at the start of any friendly turn except the first, the banner can be activated. If the unit carrying the banner can march, they can do so at triple speed. After marching the unit suffers 2D6 Strength 3 hits (no armour saves allowed), distributed as per shooting.