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
When rolling To Wound, the owner’s Strength is treated as equal to the unmodified Leadership value of the target model.
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.
The Stonecrusher Mace confers +3 Strength. When rolling To Wound against war machines and chariots or buildings, the character’s Strength is 10.
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.
Requires Two Hands. The bearer gains +1 Attack and may re-roll any missed To Hit rolls in close combat.
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 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.
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
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.
Light armour. The wearer gains the Regeneration rule.
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.
+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
The Eye of Night grants the bearer Magic Resistance (2). In addition, if an enemy wizard within 24″ attempts to cast a spell from the Lore of Life, the Lore of Heavens or the Lore of Light and suffers a Miscast, you may force them to re-roll the result on the Miscast Table.
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
All friendly Beastman Wizards within 6″ (including the bearer himself) add 1 to their casting rolls.
Bound Spell. Power Level 3. This item casts the Viletide spell.
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.
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
All Beastmen units within 36″can re-roll failed Primal Fury tests.
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.
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.
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.
Enemy musicians fighting in the same combat as the bearer have no effect.
The bearer of the Skin of Man has the Scouts special rule.
Magic Standards
The bearer and any unit he has joined have a +1 bonus to their Strength.
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!
All enemy units within 6″ of the Manbane Standard suffer -1 to their Leadership characteristic.
The bearer’s unit automatically passes Primal Fury tests (there is no need to roll). Enemy units Hate the bearer’s unit.