1- Potion of foolhardiness
Enchanted Item
A magical brew that fills the drinker with courage… it may actually just be strong liquor.
Single use. During the Command sub-phase of their turn, the bearer of a Potion of Foolhardiness can consume it. Until the end of that turn, the model gains the Immune To Psychology special rule.
2- Foe Bane
Magic Weapon
This strangely twisted Elven blade was taken from the body of a Chaos champion. Quite how they came to possess it is unknown, as is the name of the brave Elf that reclaimed it.
Range : Combat
Strength : S
Armour Piercing : -
Special Rules: Magical Attacks
Notes: When the wielder of Foe Bane makes a roll To Wound, a roll of 4+ is always a success, regardless of the target's Toughness
3 - Banner of Duty
Magic Standard
This venerable banner steels the hearts of despairing warriors, renewing their will to fight on.
A unit carrying the Banner of Duty may re-roll any failed Rally test
4 - The Soiled Tapestry
Magic Standard
Dragged through filth, this once-sacred banner is now a symbol of hatred.
A unit carrying the Soiled Tapestry gains the Hatred (all enemies) special rule. However, all enemy models Hate the unit carrying this banner.
5 - Scroll of Disruption
Arcane Item
When spoken aloud, the words upon this ancient scroll cause the Winds of Magic to bluster and the spells of the enemy to unravel.
Once per turn, the bearer of the Scroll of Disruption may re-roll a Dispel roll.
*Note all dice are re-rolled, including any bonus or discard dice granted by special rules or magic items.
6 - Sword of the Stout Hearted
Magic Weapon
Imbued with the courage of Gilles le Breton himself, this sword fills the wielder with the fortitude to face down any enemy.
Range : Combat
Strength : S+2
Armour Piercing : -1
Special Rules : Armour Bane (1), Immune to Psychology, Magical Attacks, Requires Two Hands
7 - Enchanted Shield*
Magic Armour
A finely crafted and sturdy shield that protects its bearer from harm time and time again.
The Enchanted Shield is a shield. In addition, its bearer has a 6+ Ward save against any wounds suffered that were caused by a non-magical enemy attack.
8 - Wollopa's One Hit Wunda
Magic Weapon
The rebellious Goblin known as Wollopa wielded a wondrous weapon. Yet what he is most remembered for is his turn of speed, being able to easily outpace even the most irate of Orcs.
Range : Combat
Strength : 10
Armour Piercing : -3
Special Rules : Magical Attacks, Strike First
Notes: Goblin and Night Goblin Bosses only. Single use. Once per game, during the first round of combat, the wielder of this weapon can use it with this profile. At all other times, this weapon counts as a hand weapon with the Magical Attacks special rule.
9 - Paymaster's Coin*
Talismans
This heavy golden coin may not be enchanted, but its weight in its owner's pocket certainly inspires heroism.
Single use. The bearer of a Paymaster's Coin can re-roll any failed rolls To Hit made during the Combat phase.
10 - The Blazing Banner
Magic Standards
An eternal flame flickers about the weapons of those that march beneath the Blazing Banner.
A unit carrying the Blazing Banner gains the Flaming Attacks special rule.
11- Armour of Tarnus
Magic Armour
This cunning armour was crafted to the specifications of the warrior-Wizard von Tarnus.
The Armour of Tarnus is a suit of light armour which may be purchased and worn by an Imperial Wizard, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.
12 - Banner of the Bastion
Magic Standard
Those that would fight beneath this venerable banner must be as solid and unwavering as the Great Bastion itself.
A unit carrying the Banner of the Bastion gains the Shieldwall special rules.
13 - Charmed Shield*
Magic Armour
A simple shield hung with charms and fetishes to bring the bearer good fortune. In the heat of battle, such ornamentation rarely survives intact for long.
The Charmed Shield is a shield. In addition, once per game the Charmed Shield gives its bearer a 5+ Ward save against a single wound. Once this Ward save has been used, the Charmed Shield is considered to be an ordinary, non magical shield.
14 - Sword of Swiftness
Magic Weapon
Crafted from magically attuned materials and ensorcelled to strike as if with a life of its own.
Range : Combat
Strength : S
Armour Piercing : -
Special Rules : Magical Attacks, Strike First
15 - Pearl Daggers
Magic Weapon
Forged from burnished steel that glitters in the sunlight, the wielder of these lightweight daggers strikes with deadly speed and precision.
Range : Combat
Strength : S
Armour Piercing : -1
Special Rules : Extra Attacks (+D3), Magical Attacks, Requires Two Hands
Notes: The wielder of the Pearl Daggers may re-roll any failed rolls To Hit during the Combat phase.
16 - Guff's Windy Banner
Magic Standard
The banner of Guff's Garrison eternally flutters in an inexplicable breeze. Those that fight in its shadow display remarkable intestinal fortitude.
A unit carrying the Guff's Windy Banner may re-roll any failed Panic test.
17 - Sword of Striking*
Magic Weapon
Engraved with runes of accuracy and swiftness, the Sword of Striking is an elegant weapon of great precision.
Range : Combat
Strength : S
Armour Piercing : -
Special Rules : Magical Attacks
18 - The Brass Cleaver
Magic Weapon
The Brass Cleaver is said to be an artefact from another realm. Ancient and terrible, its outline blurs with a barely restrained thirst for carnage.
Range : Combat
Strength : S
Armour Piercing : -2
Special Rules : Magical Attacks
Notes: Enemy models are not permitted an armour, Ward or Regeneration save against an attack made with this weapon if the wielder rolls a natural 6 when making a roll To Wound.
19 - Wyrmbreath Vial
Enchanted Item
By consuming the deep red liquid contained within this vial, it is said that the drinker can summon forth the fury of the great Dragons that dwell in the mountain ranges surrounding the Border Princes.
A Wyrmbreath Vial may only be taken by a model in a Bretonnian Exiles Army of Infamy. Single Use. The Wyrmbreath Vial is a breath weapon with the following profile:
Range : N/A
Strength : 4
Armour Piercing : -1
Special Rules : Breath Weapon, Flaming Attacks, Magical Attacks
20 - Greater Peter
Magic Weapon
Invented by Peter the Great, this crossbow fires hails of arrows at its targets! Thanks to some clever innovation and a specially crafted rune, this weapon helps the bearer to ignore distractions and focus in on their target and can unleash a salvo of rounds in the time it takes similar weapons to fire a single shot. On contact with the enemy, the shot from weapons inscribed with this powerful rune explodes in a shower of burning fragments.
Range : 30"
Strength : 4
Armour Piercing : -
Special Rules : Armour Bane (2), Ponderous, Master Rune of Bursting Flame (If the roll To Hit is successful, a weapon inscribed with this rune causes 2D3 hits to the target enemy unit, rather than the usual one hit.), Rune of Accuracy (A weapon inscribed with this rune does not suffer any negative To Hit modifiers.) and Rune of Rapid Fire (A weapon inscribed with this rune gains the Multiple Shots (2) and Quick Shot special rules.)