Source: Warhammer Fantasy: 8th Edition

Treasures of the Herdstones
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The following magic items are available to Beastmen armies. These can be taken in addition to any of the magic items listed in the Warhammer rulebook.

Magic Weapons

Primeval Club(Magic Weapon)100 points

When rolling To Wound, the owner’s Strength is treated as equal to the unmodified Leadership value of the target model.

Axe of Men(Magic Weapon)75 points

This weapon has the Killing Blow special rule. In addition, if the bearer kills an enemy character in a challenge, he and any unit he leads are Unbreakable and cause Terror so long as he leads them.

Stonecrusher Mace(Magic Weapon)65 points

The Stonecrusher Mace confers +3 Strength. When rolling To Wound against war machines and chariots or buildings, the character’s Strength is 10.

Hunting Spear(Magic Weapon)50 points

The Hunting Spear counts as a spear in close combat. It can be thrown with a range of 24″. Resolve each hit like a single bolt from a Bolt Thrower. Note that you may shoot after moving (but not marching) and stand & shoot with the Hunting Spear.

Mangelder(Magic Weapon)50 points

The bearer causes Terror. In addition, any model wounded by this weapon loses 1 point of Leadership for each Wound it suffers.

Axes of Khorgor(Magic Weapon)40 points

Requires Two Hands. The bearer gains +1 Attack and may re-roll any missed To Hit rolls in close combat.

The Steel-Claws(Magic Weapon)35 points

Requires Two Hands. The Steel-Claws confer an extra D3 Attacks to the wielder (roll at the beginning of each round of close combat). If a 6 is rolled when determining the number of attacks, all the bearer’s attacks that round ignore armour saves.

The Brass Cleaver(Magic Weapon)30 points

The Brass Cleaver confers a single bonus attack against each of the models in base contact with the bearer. In a challenge, it confers one bonus attack and no more.

Everbleed(Magic Weapon)25 points

Every time an enemy model suffers an unsaved wound from this weapon, roll a D6. On the result of a 6, 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 6.

Magic Armour

Blade-blunter Armour(Magic Armour)50 points

Heavy 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 a result of 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.

Trollhide(Magic Armour)50 points
Blackened Plate(Magic Armour)20 points

Heavy armour. The wearer of the Blackened Plate has a +2 ward save against all Flaming Attacks. Models in any unit that he is with have a +4 ward save against such attacks.

Ramhorn Helm(Magic Armour)15 points

+6 armour save. This may be combined with other armour as normal. For every armour save he passes in close combat, the bearer may immediately make a bonus attack at his basic Strength.

Talismans

Eye of the Night(Talisman)45 points
Chalice of Dark Rain(Talisman)40 points

One use only. May be used at the beginning of the enemy Shooting phase. For the rest of the phase, all enemy missile units are at -1 To Hit. Weapons or attacks that do not use Ballistic Skill may only fire on the roll of a 4+.

Arcane Items

Skull of Karkos(Arcane Item)60 points

All friendly Beastman Wizards within 6″ (including the bearer himself) add 1 to their casting rolls.

Staff of Darkoth(Arcane Item)50 points
Hagtree Fetish(Arcane Item)20 points

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.

Jagged Dagger(Arcane Item)10 points

Every enemy model killed in close combat by the bearer of the Jagged Dagger must be kept to one side. Each model kept to the side in such a manner may be 'expended' in the Magic phase to allow the bearer to roll an additional power dice.

Enchanted Items

Horn of the First Beast(Enchanted Item)50 points

All Beastmen units within 36″can re-roll failed Primal Fury tests.

Horn of the Great Hunt(Enchanted Item)50 points

Beastlord or Wargor only. Bound Spell. Power Level 3. It counts as the Bestial Surge spell, except that every friendly Beastman unit within 36″ is affected.

Shard of the Herdstone(Enchanted Item)50 points

After deployment zones have been agreed, but before the armies have been deployed, place an appropriate terrain piece to represent your herdstone in your deployment zone. At the start of your Magic phase each friendly Wizard within 6″ of the herdstone generates an additional power dice.

Stone of Spite(Enchanted Item)25 points

One use only. Bound Spell. Power Level 5. Every Arcane Item within 18͓″ immediately explodes in the hands of its bearer (friend and foe). Each bearer of an Arcane Item within the range suffers D6 Strength 4 hits per item. The items are immediately destroyed.

Cacophonous Dirge(Enchanted Item)15 points

Enemy musicians fighting in the same combat as the bearer have no effect.

Skin of Man(Enchanted Item)15 points

The bearer of the Skin of Man has the Scouts special rule.

Magic Standards

The Beast Banner(Magic Standard)75 points

The bearer and any unit he has joined have a +1 bonus to their Strength.

Totem of Rust(Magic Standard)50 points

All units, friend and foe, within 6″ of the Totem of Rust treat their armour save as one worse than it actually is. All units in base contact with the unit carrying the totem, including the unit itself, treat their armour save as two worse than it actually is. This does not affect Scaly Skin saves!

Manbane Standard(Magic Standard)35 points

All enemy units within 6″ of the Manbane Standard suffer -1 to their Leadership characteristic.

The Banner of Outrage(Magic Standard)20 points

The bearer’s unit automatically passes Primal Fury tests (there is no need to roll). Enemy units Hate the bearer’s unit.

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