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HDVH If a Warrior wielding this weapon WKDW KH LV PRUH DEOH WR
ZLWKVWDQGZRXQGV
causes at least 10 Wounds to a
Once per adventure, the Warrior may Monster in one hit then the Monster
give up all his attacks to make a single loses 1 point of armour. If the armour
attack that causes normal damage + is destroyed, it loses any special
(1D6 x his Battle-Level) extra A Warrior wielding this
abilities gained if the armour was
Wounds. In addition, the attack magical and from now on only takes
sword gains +2 Toughness.
ignores the target’s armour. into account it’s Toughness in combat.


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WKRVH VWUXFN E\ LWV VKLQLQJ
EODGH
The Wizard using this weapon can cast
The magic of the Chalice is one spell per turn without the need to
activated when the bearer loses 10 expend power. The power required is
or more Wounds from a single provided by the sword. Roll 1D6 e ach
Once per adventure the time a spell is cast. If the result is less
Warrior can release the attack, trap or spell. All models
than the casting level of the spell cast,
adjacent to the bearer (Friend and
power of the sword. The foe) lose 1 Attack and are at -1 to
then the sword is exhausted and is
considered just a normal sword, worth
sword gives the Warrior an Hit for the next turn. 15 Gold.
extra 1D6 attacks.


*2/'
  Wizard Only
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ZLHOGHU ZLWK XQFDQQ\ VSHHG 6RWHN ZKR GURYH WKH IRXO 6NDYHQ
VZLIWQHVV LQ SXUH FRSSHU IURP WKH ODQGV RI /XVWULD DQG
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FRSSHUDUHVRUFHURXVO\VZLIW ,WV WRXFK LV GHVSDLU IRU WKDW
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The bearer of the Sword of Swift
Slaying may strike first in
GH[WHULW\
$PEXVK, roll 1D6. On a 6, the
combat. If Monsters have The Dagger of Sotek strikes with +1

bearer may make an $PEXVK


Strength against Skaven. If all the
The bearer of the Gold Sigil Warrior’s attacks hit, then the
Attack on the Monsters. This Skaven’s Initiative becomes 1, and he
Sword has +4 to his Initiative. attacks last.
counts as his Attack.


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In hand-to-hand combat, when the Warrior

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The Vambraces of Lightning can deflect any missile attacks. is hit, for each damage dice that the

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If a Monster fires a bow, shoots a gun, etc. at the Warrior he
may attempt to deflect it. Roll 1D6. On a roll of 1 the
Monster has, roll 1D6. If a 6 is rolled, the
missile attack causes an extra 1D6 damage. On a roll of 5 damage for that attack is rebounded back at
the attack is deflected, causing no damage, and on a roll of 6 the attacker. He takes the damage the
the Vambraces deflect the attack, and strike back at the
attacker with a lightning attack of their own. Make 1D3 Warrior was caused with no modifiers for
Toughness or armour. If a 1 is rolled on any
The bearer of the Silver Sigil immediate attacks against the Monster who fired the shot,
using Ballistic Skill to determine if the Warrior hits of the dice, the Amulet is exhausted and
Sword has +3 to his However, if any of the To Hit rolls are 1, then the lightning
has hit a random model in its path. Apply the damage will not work for the remainder of the turn.
Initiative. accordingly. On a roll of 2-4 the attack hits the Warrior as

  


normal.

*2/' *2/' *2/'

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LQWRWKHYLVDJHRIDEODFNVWDOOLRQ

The magic of this figurine can be invoked for


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DQG FDXVHV DJRQLVLQJ GUDJRQNLQG ,Q DJHV SDVW
journeys in the wilderness. The figurine will

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turn into a large war horse. It will reduce travel
time by 2 weeks. It does not increase Living

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Expenses and can not be stolen like other
horses. In addition, a magical bond is formed
between the Warrior and the steed. If the steed
is lost or destroyed somehow, at the beginning When used against Daemons,
of the next adventure the Warrior will once
a hit from the Daemon Slayer When used against Dragons,
again find the steed in his possession. The only
way he may get rid of the figurine is to give it causes an extra 1D6 Wounds. a hit from the Dragon Slayer
away voluntarily. It can not be sold. causes an extra 1D6 Wounds.

  


*2/' *2/' *2/'

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protection from )HDU and 7HUURU.
The Golden Crown gives the Warrior
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The Flail of Skulls is a flail, and therefore

that cause )HDU or 7HUURU, make a test


Whenever a group of Monsters appear
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attacks at -2 To Hit. However, if it hits a

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Monster, each skull adds +1D6 to the
as usual, but if a 6 is rolled, the Warrior Wounds caused. If a 1 is rolled to hit, one
is not scared of this type of Monster for of the skulls is destroyed. When all of the

need to take )HDU or 7HUURU tests for as having +DWUHG of Orcs and Goblins
the rest of the adventure, and does not skulls are destroyed, the weapon is A Warrior wielding Runefang is treated
useless. For each skull destroyed,
them. subtract 100 Gold from the gold value. (and Snotlings).

  


*2/' *2/' *2/'

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ELWHVLQWRWKHIOHVKRIWKHYLFWLPGHYRXULQJLW 7KH 0DFH VWULNHV ZLWK WKH OLJKWQLQJ
The glyph of Potec can be inscribed onto a

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single Warrior’s skin. It can never be removed
- if the skin is cut away, the Glpyh magically
This blade is used as a normal weapon except it
appears on another part of the body. It protects
rips into the flesh of the Monster, causing extra
the wearer from Undead. If an Undead Monster damage. When this weapon scores a hit, roll If the Warrior is attacked by a magical
attacks the Warrior rolls a 5 or 6 to hit, the another 1D6. On a score of 5 -6, the weapon causes weapon, roll 1D6 before working out any
damage caused is halved (rounding down). an extra 1D6 Wounds as it rips the Monsters flesh.
Unfortunately, the Glyph draws on the strength
attacks. On a score of 6, the Mace
Then roll another 1D6. On a score of 6 an
of the Warrior. At the beginning of each additional 1D3 Wounds damage is caused. All parries the blow and the magic weapon
is broken, bent or mangled by the
EHIRUH taking into account Toughness and armour.
adventure, roll 1D6. On a score of 6 the extra damage is added to that of the original hit,
Warrior loses 1 Permanent Wound, as the cobra’s jaws and is destroyed. The
Glyph drains his life force. Monster then draws hi s backup sword.

  


*2/' *2/' *2/'

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This weapon can only be used if the
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wielder is riding a Horse and has a combat

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in the wilderness. The Warrior using the

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Lance must have moved at least one space
in order to do damage. The Lance ignores For every 10 Wounds caused on
armour and does +3 Wounds on a
successful hit. If the Monster is hit and is a Monster in a single hit, the
not killed, it falls over. For the remainder
For every 10 Wounds caused on a Monster loses 1 Attack. This
of this turn the Monster may not perform Monster with this weapon in one hit,
the Monster loses 1 Toughness. The
can bring the Monster to zero
any actions and is counted as having a
Weapon Skill of 1. minimum is 1. Attacks.

 Barbarian and Elf Only  


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This weapon can only be used if the wielder is

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riding a Horse and has a combat in the wilderness.

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The Warrior using t he Lance must have moved at

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least one space in order to do damage. The user

Q where Q is his Battle Level. When


The wielder of the Blade causes Fear can give up all of his Attacks in order to make one

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special attack. The Lance ignores armour and does
+3 Wounds on a successful hit. If this attack kills
Monsters are placed on the board, the Monster, the user gets to make another Attack
each group must pass a Fear test, on the Monster behind it. This continues until the
rolling 1D6 and adding their Dungeon This sword causes its victim to attack misses or there are no more enemies in a
straight line behind the target. If the Monster is hit
Level. If they fail, the group of lose 1 Initiative with each and is not killed, it falls over. For the remainder of
Monsters suffer the normal penalties this turn the Monster may not perform any actions
successful hit. Minimum is 1.

  


for Fear. and is counted as having a WS of 1.

*2/'
Elf Only
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LV PLJKWLO\ SRWHQW DJDLQVW VXVWHQDQFH
There are 1D6 Sky Arrows. When a
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Monster is struck by a Sky Arrow, If the bearer inflicts at least 10
Wounds in a single hit upon a
also loses its )O\ ability.
as well as being dealt damage, it
Monster, then that Monster loses -1
Strength. Minimun is 1 Strength. This
Against Undead, this Sword penalty applies until the Monster is
causes an extra +2 Wounds. dead.

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This scroll can be used after a

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Monster has cast a spell. The spell
is immediately dispelled. In
addition, the spell is destroyed and
Against Chaos Dwarfs, this can not be cast again by that If the Warrior fails to hit when
Monster. If the Monster rolls that
weapon will cause an extra he makes his first attack each
spell again, it is a failed attempt to
+2 Wounds. cast it. turn, he may roll the dice again.

  


*2/' *2/'
Dwarf Only Wizard Only
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&KLHIWDQRIDOOWLPHDQGZDVVRIDW ZLWK HYLO UXQHV WKH 'DUN 0DFH RI GHVWUXFWLYH VSHOO ZKLFK LV UHOHDVHG
KH ZDV NQRZQ DV WKH 3DXQFK RI 'HDWK LV FXUVHG ZLWK GHVWUXFWLYH ZKHQWKHVFUROOLVUHDGDORXG
0LVW\ 0RXQWDLQV +LV D[H FDUULHV SRZHU
WKH ELWWHU FXUVHV RI WKH PRVW
SRZHUIXO2UF6KDPDQVRIKLVGD\
The spell on this scroll can be used
Once per adventure, the bearer can
at a cost of no power. When used,
release the power of the mace
every Monster on the board, even
instead of making his ordinary
If a Warrior using the axe those not in line of sight of the
attacks. The mace releases a blast of
reader, suffer 1 Wound per Battle-
rolls a 6 To Hit a Dark Elf, magic which inflicts 3D6 Wounds
Level of the reader, with no
then the damage caused by on each model adjacent to the
deductions for anything.
wielder with no modifiers for
the attack is doubled.
anything.

  


*2/'
Wizard Only
*2/' *2/'

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7KLV ULQJ IHHOV XQXVXDOO\ KHDY\ IRU 7KLVYLDOFRQWDLQVDPXOWL FRORXUHG 7KLVEODFNOLTXLGKDVQRWDVWH
LWVVL]HDQGFUDFNOHVZLWKSRZHU OLTXLG WKDW VZLUOV VOXJJLVKO\ DQG DQG OHDYHV QR WUDFH RI
JLYHVRIIKHDG\YDSRXUVDVWKHVHDO
PRLVWXUHRQWKHOLSV
The Ring of Dadaan allows a Warrior LVEURNHQ
to cast a spell once per adventure. As
soon as your Warrior finds the ring After drinking this potion your
After drinking this potion your
take one Spell card at random; this is Warrior becomes invisible and
Warrior will not be attacked or
the spell that is stored in the ring. The
therefore cannot be attacked. He may pinned as long as he does not
bearer of the ring may cast the stored initiate a combat. As soon as
fight as normal, but may not cast
spell automatically at any time. After
use, the ring is drained of all magic
spells if he has that ability. The your Warrior attacks a target in
and becomes worthless. effects of the potion last for one any way the potion's effects
turn. wear off.


*2/'
 
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SRZHU WR UHVWRUH YLJRXU DQG
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This charm allows your Warrior to
After your Warrior has assimilate the knowledge required for
consumed this powder his training very quickly indeed. It costs
movements speed up and he may him 300 less Gold than usual to train A Warrior who carries the Potion
immediately move another 3D6 to the next Battle Level. Sacré can drink it at any time
squares, ignoring pinning. immediately before making a dice
Arkal's powder may be roll. He may then add or deduct 1
consumed at any time. from the dice result.

  


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This cloak can be worn in addition to armour. It

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allows the Warrior wearing it to fly. At the end of
A Warrior who wears the Crown of Bretonnia may the dungeon the Warrior can attempt to fly to the
add +1 to any characteristic (except Damage Dice) next Settlement. Roll 1D6. On a roll of 5 or 6 the
for one combat per adventure. The Warrior The bearer of the Tress of Isoulde can use Warrior glides gracefully into the next Settlement,
chooses the characteristic and rolls 1D6. If he it once per adventure. His attacks upon a and does not need to roll for Hazards along the
scores 5+ that characteristic is increased, single nominated Monster will hi t on a way. There is some chance that the cloak will fail
otherwise he must choose a different characteris tic to work when airborne, so each week that is
and roll again, needing a 4+ to get his second
roll of 2+ regardless of his Weapon Skill.
travelled, roll 1D6. On a score of 1 the cloak has
choice, 3+ his third, 2+ his fourth and, should he The Tress cannot be used in conjunction fallen apart and must be discarded. The Warrior
fail all rolls so far, his fifth choice is automatically with any other items which allow a single loses 2D6 Wounds unmodified as he falls to the
successful. This crown may not be worn at the hit to kill a Monster. ground. He must now roll for Hazards with the

  


same time as a helmet. other Warriors.

*2/' *2/' *2/'

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Once the charm is first used it cannot be
The Bird of Chotec can only be used in the removed from the bearer's body forever. It
Wilderness. It can be released at any time during a allows the Warrior carrying it to reroll a
combat. The sun will flare so brightly that all The wearer of this helmet is immune to
single dice roll once per adventure.
Monsters will immed iately suffer 1D6 Wounds any Ambush Attacks as he can see 360
However, if the second dice roll is a 1 then
with no modifiers from the intense heat. Mummies
the Warpstone has had a negative effect and degrees around him at all times. While
and other 'fire -sensitive' Monsters will take 2D6 wearing this helmet, a Warrior cannot
causes the Warrior to lose 1D6 Wounds
)O\ ability are instantly driven to the ground and
Wounds each. In addition, any Monsters with the
unmodified. The second dice roll cannot be enter a Settlement - they would kick him
lose their )O\ ability. The bird will then fly away. altered with Luck, Faith, etc. out for worshipping the powers of

  


Chaos.

*2/' *2/' *2/'

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There are 1D6 Mad Cap Mushrooms. A Warrior may eat one per turn. If

VOD\LQJWKRVHFORVHE\
he eats a mushroom, roll 1D6:

The Ring of Thori can be used once per 1 The mushroom causes the Warrior to lose 1D6 Permanent Wounds.
2 The Warrior loses 3D6 Wounds with no modifiers as the mushrooms
adventure to create a barrier of flames have adverse effects.
around the Warrior using it. Monsters will 3 The Warrior collapses in a ball on the ground, frothing at the mouth
If a Warrior is reduced to zero not attack the Warrior while the fire
for 1D3 turns. The Warrior may do nothing for that amount of time.
Any Monsters that attack him gain +2 To Hit.
Wounds while carrying the Heart of surrounds him - they will head off after 4 The mushroom causes the Warrior to go loony. He will immediately
Move towards (automatically breaking from all pinning) and make a
Woe, it will immediately explode. another Warrior. If the Warrior attacks a single Attack (no death blows) against the strongest Monster on the
board.
All Monsters adjacent to the Monster while the fire ring is around him, 5 The Warrior's eyes roll back in his head, and he starts drooling.
Gripping his weapon he launches a full scale attack on the closest
Warrior suffer 1D6 Attacks each, at the Monster will take a further 1D6 Monster. If more than one, choose randomly. He gets double attacks
Wounds with each successful attack. The on that Monster until it is dead.
the Warrior's Strength value. fire lasts for 1 turn.
6 The Warrior immediately regains all his Wounds and as a further

 *
bonus receives +1D6 Permanent Wounds.

*2/'

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ZDUSVWRQH HIIHFWVLWZLOOFDXVHEHIRUHLWLVWDNHQ DJRQ\DQGVWDQGEHIRUHLW

There are 1D6 Poison Globes. To use one, a The bearer of the Whip of Agony may use one of
A Warrior carrying the Potion of Change can
Warrior must make a Ballistic Test. Each globe his Attacks per turn to make a lash attack at -1 To
drink it at any time. There is sufficient for one
has a range of 6 squares. If the globe hits it Hit and +1 Strength. The w hip can attack up to
dose only. When taken, the Warrior changes four squares away, even past intervening models,
causes 1D6 Wounds (no modifiers) to the
into a Monster of Dungeon Level (roll 1D10). but only in the Warriors' line of sight. If a 1 is
target. In addition, it also causes 1D3 Wounds
This lasts for the rest of the adventure. Use rolled To Hit, the Warrior has entangled himself in
(no modifiers) to every adjacent model (friend
common sense when determining what items he the whip and may do nothing further this turn. All
or foe). The globes also poison all the models
can use, and if he can visit a Settlement. Any hits against him are at +1 To Hi t. If a 6 is rolled To
3RLVRQ special rule, while the Monsters lose 1
which were hit. The Warriors are subject to the
permanent points gained to his abilities while he Hit, then instead of causing damage, the Warrior
is a Monster are transferred back when he may elect to snatch the Monster's weapon away. If
Strength immediately. If a Monster is reduced the weapon is snatched, a Monster only causes
changes into himself at the end of the adventure.
to 0 Strength he is killed and removed from the damage equal to his damage dice. If the weapon
board. was magical then any bonuses are lost.

  


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UDGLDWHV GLVKDUPRQ\ KRVWLOLW\ WKH9DPSLUH&RXQWVRI6\OYDQLDWKHULQJ SRZHU RYHU WKH 8QGHDG DQG ILOOV WKHP ZLWK
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Any Undead model adjacent to the Warrior

EHFRPHV GD]HG DQG


wearing this crown at the end of the turn will

EHZLOGHUHG
If the Wearer is killed while wearing this succumb to its power on a roll of a 6. While
ring (not reduced to zero Wounds, but under the power of the crown the Warrior may
actually killed so that the only means to move and attack with the Undead in the
bring him back into the game is to resurrect Warriors phase immediately after the Warrior
Any Monster attacking the him) at the end of the turn he will be has his turn. When the last uncontrolled
wearer in hand-to-hand combat restored back to life and placed on the Monster is killed the remaining Undead will
square where he died. All of his Wounds revert back to normal. If a controlled Undead is
must roll 1D6. On a score of 1 attacked by another Warrior it will snap out of
are restored, but he loses any Gold he has
the Monster cannot attack for the accumulated this adventure.
its trance and Attack the Warrior in the
Monsters Phase as usual. Cannot be worn with
remainder of the turn.

  


a helmet.

*2/' *2/' *2/'

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7KH7DOLVPDQRI5DYHQVGDUNFRQWDLQV 7KH JDXQWOHW ZDV PDGH E\ &KDRV 7KH$PEHU$PXOHWKDVWKHSRZHU
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V:RXQGV
LQWRDIXU\RILQGLJ QDWLRQ DQG LV PDGH RI VWRQH HQGRZLQJ LWV
ZHDUHUZLWKJUHDWVWUHQJWK At the end of each turn, the Amber
with the )O\ ability the Talisman will
If the bearer is attacked by a Monster
Amulet will heal 1D3 Wounds if the
create a whirlwind. Any flying Monsters The wearer can make an additional Warrior is in need of healing.
attacking the Warrior must roll a 6 To Attack each turn with the gauntlet at However, if a 1 is rolled on the dice
Hit on account of the volatile winds. A -1 To Hit and +2 Strength. However, the Warrior has no Wounds healed
rider on a flying creature cannot attack if the Warrior rolls a 1 To Hit, the and the Amulet becomes exhausted.
at all and can only hang on in blow misses the Monster and strikes It is now worthless. The Warrior
desperation. The effects last for one turn. a random adjacent Warrior instead. must be on more than zero Wounds
to use the Amulet.

  


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The Black Gem can be used once, at any time, The Amulet of Fire catches spells cast at the
so long as the Warrior is adjacent to at least one Warrior wearing it on a roll of 6+. Record how

VLFNHQVDOOOLYLQJFUHDWXUHV
Monster. When activated, the Black Gem traps many spells have been caught by the amulet.
the Warrior plus one adjacent Monster. Both Each one can be used to fire a fireball from the
models are frozen in time and can do nothing amulet at a Monster. Roll to hit for each fireball
While a Warrior has possession of until the enchantment wears off. Any other using the Warriors Ballistic Skill. If the fireball
models attacking a frozen model have a +2 To hits, it does (Warrior's damage dice + 6)
this book, all models adjacent to Hit bonus. To determine how long the damage, with an additional +1D6 Wounds
the Warrior, whether friend or foe, enchantment lasts, roll 1D6 at the start of the against 'fire-sensitive' Monsters (Mummies,
are at -1 To Hit for missile and turn. On a roll of 6 the enchantment is ended an Treemen, etc). The Warrior may only 'cast' one
both models are freed. fireball per turn.
hand-to-hand combat.

  


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A Warrior can drink the Skavenbrew, if he is foolish enough,
at any time. If he does, roll 1D6:

FKDOOHQJH
1 The addition of venom to the potion is not favourable to
the Warrior. He dies instantly.
2 It must be the venom that causes the Warrior to collapse
The Sceptre automatically affects all
onto the ground, retching. He loses 2D6 Permanent Wounds. Monsters as soon as they move
3 The Warrior falls to the ground, a victim to the venom
Once per adventure, the Warrior Fortunately it was such a low concentration that the only
adjacent to the Warrior. For each
may use the Speculum at any time to effect is he loses 1D6 Permanent Wounds. Monster that moves adjacent to the
4 The Warrior doubles up in agony, losing 4D6 unmodified
'swap' Strength, Toughness and Wounds. Warrior (or if the Warrior moves
Initiative values with a Monster on
5 The Warrior loses 2D6 unmodified Wounds.
6 The Warpstone has somehow reversed and enhanced the
adjacent to them, roll 1D6. On a
the same board section. These effects of the venom. The Warrior grows stronger (add +1 score of 6 they may not perform any
Strength) and tougher (add +1 Toughness). He becomes
'swapped' values last for one turn. much more alert to his surroundings (add +1 Initiative).
actions at all until the end of the
turn.


*2/'
 
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Once per adventure, a Warrior may attempt to
A Warrior using the Sceptre may confer cast the Command Spell on a Monster. Roll
one of the following bonuses upon A Warrior cannot use the Skalm unless his 1D6. On a score of 1-3 the spell has no effect.
himself at the start of an adventure. Toughness is at least 4. If he chooses to use it On a score of 4-6 the Monster is under the
anyway, then he is dead - as simple as that! When control of the Warrior. The Monster may move
+1 Movement, or he consumes it, roll 1D6. On a roll of a 1 it kills and attack as if controlled by the Warrior,
him anyway - he cannot be regenerated. On a roll directly after the Warrior has had his turn. If
+1 Strength, or of 2-6 the Warrior regains all of his Wounds, any of the Warriors attack the controlled
+1 Toughness. including any 'infested' Wounds from various Monster, or all other Monsters on the board are
events that cannot be healed normally. dead, it will break the Command Spell and be
The effects last for an entire adventure.

 
able to Attack in the Monster's phase.

*2/'
Dwarf Only 
*2/' *2/'

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If the bearer of the collar is adjacent to a DQ HQKDQFLQJ WKH ILQH TXDOLWLHV RI
Monster, at the end of the turn the
As soon as the power of the chalice WKHEUHZZLWKLQ
Warrior should roll 1D6. On a 6 he
temporarily takes over an adjacent is invoked, all Monsters on the
board lose 1 Magic Attack per turn. The Tankard may be used only once.
Monster. The Monster may immediately
move and fight an additional round of However, every time it is used, roll When a Warrior drinks from the
combat, using all of its normal Attacks Tankard, he immediately regains all of
1D6. On a roll of 1 the Warrior loses
against any other Monster. After moving his Wounds back, and is cured from
1D3 Permanent Wounds as the
and fighting, the Monster regains control any diseases or injuries (poison,
chalice draws its power from him.
and returns to normal. broken leg, crushed hand, etc) he may
have sustained.

  


*2/'
Barbarian, Dwarf and Elf Dwarf Only
*2/' *2/'

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WKHVXSHUQDWXUDOHQHUJ\ LPEXHGZLWKLQLWE\ ZLWKWKHSRZHURILWV PDOHYROHQWVSHOO RQJUHDWJROGHQSODTXHVWKDWOLQHWKHLQQHUZDOOV
WKH WUHDFKHURXV ZL]DUG )HUGLQDQG 9ODVDYRU RI WKHLU WHPSOHV 7KH 3ODTXH RI 'RPLQLRQ LV D
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Storm Daemon is a double-handed weapon and
&KDRV,WLVRQHRIWKHPRVWSRZHUIXOPDJLF therefore the Warrior cannot use a shield or
LWHPV \HW RQH RI WKH PRVW GDQJHURXV WR LWV carry the lantern while wielding it. When the
ZLHOGHU Warrior casts the spell in the staff (can be cast The bearer of the plaque cannot choose when to
at any time), a single Monster on the board in use the spell - the prophesy will dictate when it is
cast. At the beginning of each Warrior's Phase roll
While a Warrior has the Forbidden Rod, he is the line of sight of the Warrior suffers 1D6
2D6. On a roll of a double 6 the spell is cast. For
at +2 To Hit all Monsters. However, when Strength 5 Attacks. These must be rolled To Hit
one turn, beginning when the spell was cast, all
placing Monsters on the board, they will as usual, using the Warrior's Ballistic Skill. Monsters on the same board section succumb to its
always go for the Warrior. Any that don't fit After the spell is cast roll 1D6. On a roll of a 1 power. While affected, all Monsters may not
adjacent to him must be placed in a close or 2 Storm Daemon's spell is exhausted and move, althou gh they may still attack and cast
suitable position. If a Monster becomes pinned cannot be cast again this combat (until all spells. Once the spell is cast, the plaque is useless,
by another Warrior it will now attack the Monsters on the board are dead). The staff also and is not worth anything.
Warrior for the rest of the combat. acts as a weapon, causing (damage dice) +

 
Strength Wounds.


*2/'
Wizard Only
*2/' *2/'

3(50$1(17 3(50$1(17 21(86(21/<

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SRZHU,WZLOODEVRUEWK HPDJLFRIDQ\ WKDWPD\EHXVHGWREORFNWKHVSHOO
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RIDQHQHP\VSHOOFDVWHU
This scroll may be used against any incoming
XSRQLWVHQHPLHV
spell from an enemy spellcaster. Roll 1D6. If
the score is equal to 4 or above the spell has
been cancelled out. In addition, the spellcaster
If a spell is cast upon the Warrior roll Once per adventure, the Warrior has been turned into a small toad! He may not
1D6. If a 6 is rolled the spell is with this shield may choose to cast any spells while he is a toad, and has all of
rebounded back against the caster. He cancel out any one spell cast by an his characteristics reduced to 1. Obviously he
will immediately suffer any penalties, has no armour, has a pinning roll of 6+ and
enemy spellcaster. In addition, this
causes 1D6-1 total damage. During the
Wounds, etc. that the spell c auses. shield gives +1 Toughness. Monster's Phase he will attempt to move away
Summon spells which do not actually from the Warriors, and will not attack them
affect the Warrior will still be cast as unless he cannot escape from pinning.
normal.

  


*2/' *2/' *2/'

3(50$1(17 3(50$1(17 21(86(21/<

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

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DXURFKV WKH JLJDQWLF ZLOG R[ RIWKH RIWKH*URYHRI,VKDE\4XHHQ$ULHO
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The Spear of Kurnous is a five-pronged spear
capable of ripping apart a Monster. The Spear
may be thrown once per adventure at any
The Warrior may blow the horn at any Monster up to 12 squares away in the Warriors The cloak gives the Warrior protection
time. The sound echoes through the line of sight on a successful Ballistic To Hit roll.
If the spear hits it causes normal damage. If the
from fatal damage. While wearing the
dungeon, signalling that the Wild To Hit roll was a 6 then the spear has seriously cloak, if the Warrior takes fatal
Hunt is on. When the horn is sounded, damaged the Monster. He loses a further 1D6 damage at any time during the

must immediately take a %UHDN test


all groups of Monsters on the board unmodified Wounds, plus at the beginning of adventure, roll 1D6. On a roll of a 5 or
each Monster's Phase he takes 1D3 unmodified 6 the cloak protected the Warrior, and
damage from internal bleeding.
equal to their Dungeon Level. If they although he still takes the damage, it is
fail they flee the combat. not considered to be fatal.

  


*2/'
Elf Only Elf Only Elf Only
*2/' *2/'

21&(3(5$'9(1785( 21&(3(5$'9(1785( 3(50$1(17


'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

67$))2)92/$16 +2512)6,*,6081' 7+(7$/,60$12)8/5,&

7KH 6WDII RI 9RODQV LV D SRWHQW 7KH VRXQG RI WKH +RUQ RI 7KH 7DOLVPDQ RI 8OULF UDGLDWHV
KHLUORRPRIWKH6XSUHPH3DWULDUFKRI 6LJLVPXQG VWULNHV WHUURU LQWR WKH WKH SRZHU RI KHDOLQJ VORZO\
WKH&ROOHJHVRI0DJLF KHDUWRIWKHHQHP\ UHYLWDOLVLQJWKHZRXQGHG
A Warrior with the Staff of Volans can
use it to make a spell he is casting not be The Horn may be sounded at any A Warrior with the Talisman of

adventure. Ignore any 0DJLF5HVLVWDQFH generating 7HUURU in the enemy.


able to be dispelled or resisted., once per time during the adventure, Ulric automatically recovers 1
Wound at the end of his turn. The
special abilities on Monsters when the Make a Terror test for all groups of Warrior must still be alive to
staff is used. The staff is also a double -
Monsters on the board, using the recover Wounds. If he is reduced
handed weapon, and causes (damage
dice) + Strength W ounds. It cannot be
Dungeon Level to add to the D6. to zero Wounds, the power of the
used while the Warrior uses a shield or Talisman is broken and it will not
carries the lantern. heal him.


*2/'
 
*2/' *2/'

3(50$1(17 21&( 3(5$'9(1785( 3(50$1(17

7+(-$'(*5,))21
'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

)($5)5267
681)$1*
7+(581(6:25'2)7<5,21
7KH -DGH *ULIIRQ LV D VPDOO JUHHQ )HDUIURVW ZDV PDGH E\ WKH DQFLHQW .KDQTXHHQ 6XQJDQJ LV WKH OHJHQGDU\ VZRUG RI WKH
VWDWXHWWH WKDW SURWHFWV WKH :DUULRU 0LVND DQG LV WKH KHLUORRP RI WKH 7]DULQDV RI +LJK (OI SULQFH 7\ULRQ ,W FDWFKHV WKH
.KLVOHY 2QO\ D 7]DULQD FDQ ZLHOG LW DQG DQ\
IURP KDUP DQG KHDOV DQ\ ZRXQGV KH PDQ ZKR DWWHPSWHG WR GR VR ZRXOG EH IUR]HQ WR
SRZHU RI WKH VXQ DQG XVHV LW WR SURMHFW
VXIIHUV GHDWKLQDQLQVWDQW KXJHILUHEROWVDWWKHHQHP\

The Jade Griffon takes effect at the end If a male Warrior receives this Treasure Card, then Sunfang adds +3 to the wielder’s Strength
he is instantly frozen. While frozen, he may when he wields it in combat. Once per
of the Monster's Phase. All Wounds perform no actions for 1D6 turns, while he thaws
suffered by the Warrior this turn are adventure, if Sunfang has been in the sun
out. Any Monsters attacking him a re at +2 To Hit.
previously, the Warrior may use it to hurl a
instantly healed. The Jade Griffon must He instantly drops the weapon on the ground and
refuses to touch it ever again. If a female Warrior mighty firebolt. The firebolt travels 6
have been used before any Monsters
has the sword, then she can wield it as a weapon in squares in any direction from the Warrior.
dealt their damage for its effects to work. combat. If a 6 is rolled To Hit a Monster, the For each model in the area that is hit, roll
If the Warrior is reduced to zero Wounds sword freezes it. The Monster loses 1D3 Attacks 1D6. On a roll of 4-6 the model takes (1D6
then the Jade Griffon will instead heal this turn and is at -1 To Hit. + Warrior’s Battle Level) Wounds with no
him and place him on 1 Wound.

  


modifiers for armour.

*2/'
Elf Only
*2/' *2/'

21&(3(5$'9(1785( 3(50$1(17 3(50$1(17

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

+($572)$9(/251 )$1*6:25'
2)(/7+$5,21
$502852)6.$/'25

7KH +HDUW RI $YHORUQ D JLIW 7KH)DQJVZRUGKDVVPDOOWHHWKRQ 7KH $UPRXU RI 6NDOGRU ZDV RQFH
IURP WKH (YHUTXHHQ WR WKH WKH WLS RI WKH ZHDSRQ ELWLQJ WKH WKH DUPRXU RI WKH 'ZDUI +LJK
+LJK (OI 3ULFH 7\ULRQ HQHP\ZKHQHYHUDKLWLVVFRUHG .LQJ7KRUJULP*UXGJHEHDUHUDQG
SURWHFWVDJDLQVWKRVWLOHPDJLF ZDV ZRUQ ZKHQHYHU KH ZDV LQ
Whenever the Warrior with the EDWWOHDJDLQVWWKHIRXO6NDYHQ
Fangsword hits a Monster, the fangs
The Heart protects its wearer will also bite it. The Monster takes The Armour of Skaldor gives the
against enemy spells. Whenever another 1D3 Wounds on top of the wearer +2 Toughness. It also
the Warrior is targeted by a
added to the damage EHIRUH Magic. The wearer has a 0DJLF
normal damage from the hit. This is protects against any Skaven Based
spell, or a spell effect, roll 1D6.
On a roll of 5-6 the Warrior subtracting Toughness and armour. 5HVLVWDQFH  against Skaven
ignores the effect of the spell. Magic.


*2/'
 
*2/' *2/'

3(50$1(17 3(50$1(17 3(50$1(17


'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

%(55<:,1(
7+($&25162)
7+(:$1'2):<&+(/0
7+(2$.2)$*(6

7KLV WZLVWHG VWDII ZDV FDUULHG E\ $ULHO FROOHFWV DFRUQV IURP WKH 2DN RI $JHV 7KLV ZLQH LV PDGH IURP WKH
$ULHO WKH PDJH 4XHHQ RI WKH HDFKDXWXPQ6RPHWLPHVVKHPLVOD\VVRPHRI
EHUULHVRIWKH)RUHVWVRI/RUHQ
WKHP7KHVHHQGXSEHLQJIRXQGE\0RQVWHUV
:RRG(OYHV DQGFDUULHGWRWKHLUODLUV

There are 2D6 acorns in the pile the Warriors If a Warrior drinks the Berry
This wand allows the Wizard to cast
a specific spell without expending found. Each acorn may be cast at the ground to Wine, he will immediately regain
create a forest 2 squares by 2 squares anywhere
power. Select a spell by drawing a on the same board section. Models may still
1D6 Wounds. In addition, roll a
card from the appropriate deck. This move through the forest but at -2 Movement. further dice. On a score of 5 or
spell may be cast once fo r no power Missile attacks may not be made into, through 6, half of the Wounds healed are
or out of the forest. Attacks can be made as
before the wand ignites and normal but at -1 To Hit as the trees make it added to the Warriors Permanent
crumbles to dust. more difficult to wield a weapon accurately. Wounds.


*2/'
*
($&+

*2/'

21(86(21/< ',6&$5':+(1$//86(' 21(86(21/<

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

7$/,60$12)4:$55 63($52)'$,7+ 7+('5802)25&6.,1

7KLV 7DOLVPDQ RQFH EHORQJHG 7KH 6SHDU RI'DLWKLVPDGHIURPDUDUH 7KHGUXPLVPDGHIURPWKHVNLQRI


WR 7KDODQGRU D :RRG (OI WLPEHUIURPWKH:RRG(OI)RUHVWVDQGLV
VDLGWREHLQFUHGLEO\VWURQJ
DQ 2UF :DUERVV NLOOHG LQ EDWWOH
0DJH ZKR ORVW LW PDQ\ \HDUV E\ :\FKZHWK\O WKH :LOG
DJRRQDVRMRXUQLQWRWKLVYHU\ :DUGDQFHU &KDPSLRQ :KHQ
EHDWHQLWTXLFNHQVWKHSDFHRIWKH
The Spear of Daith can be used as a normal

GXQJHRQ
:DUULRUV ZLWK LWV XQHDUWKO\
weapon, causing the Warriors Damage Dice
+ 3 Damage. In addition, if the spear is
UK\WKP
thrown (using Ballistic Skill) and it hits a
If the talisman is hung around Monster, the Monster will be pushed back
into any of the three squares behind him. If
the neck of the Warrior, it will there are no empty squares then he will A Warrior may beat the drum once
deflect any attacks from Flying remain where he is. The spear causes the per adventure. For one turn, each
Monsters on a roll of a 6. damage above, plus an additional +1D6 if Warrior gains +1D6 Movement.
thrown. It may be retrieved at the end of the
combat once the Monster is dead.
(Roll for each Warrior separately.)

  


*2/'
Elf Only
*2/' *2/'

3(50$1(17 3(50$1(17 21&(3(5$'9(1785(

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

*2/''($7+0$6. $08/(72),7=$
67$))2)7+(
6$&5('6(53(17
7KH VWDII LV LQ WKH IRUP RI D KXJH 7KH 'HDWK 0DVN LV PDGH IURP EHDWHQ 7KLVDPXOHWFDUYHGLQWKHIRUPRI
JROGHQ VHUSHQW ,WV IRUNHG WRQJXH JROGDQGSURWHFWVWKHKHDGRIWKHZHDUHU D OL]DUG IURP PHWHRULF FU\VWDO
IDFHV WKH IRH DQG LI DQ\ HQHP \ 7KH PRVW VWULNLQJ IHDWXUHV RQ WKH PDVN
SURWHFWVWKH:DUULRUIURPK DUPLQ
DSSURDFKHV WKH VHUSHQW LV DZDNHQHG DUH WZR VWDULQJ H\HV PDGH IURP LQODLG
ZKLWH DQG \HOORZ JHPVWRQHV ZKLFK EDWWOH
DQG ZULWKHV KLVVHV DQG VSLWV OLNH D
OLYLQJFUHDWXUH UHSUHVHQWWKHH\HVRIWKHZHDUHU The Amulet of Itza protects the
The staff can be used as a normal A mask can be worn in addition to a
Warrior from harm. If a Monster
rolls a 6 to hit, the blow is deflected
if any Monster has the $PEXVK special
weapon (1D6 + Str damage). In addition, helmet. The Death Mask gives any Warrior
wearing it a hypnotic gaze, causing all and the Warrior takes no damage. If
ability, the serpent staff hisses and warns Monsters to lose all sense of purpose when the only way a Monster can hit a
the Warrior holding the staff of the they attempt to attack him. This means that Warrior is to roll a 6, then there is a
Monsters approach. The Monsters any Monsters that attack the Warrior
50% chance that the Warrior takes
attacking the Warrior lose their Ambush wearing the mask can only hit on a roll of 5
damage.

  


ability for this combat. or 6.

*2/' *2/' *2/'

3(50$1(17 3(50$1(17 3(50$1(17


'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

&$76(<( %$5/(<&251:$1' 5$,1)25(67/$1&(


7KLVDQFLHQWDPXOHWLPEXHVLWV 7KLV VWDII RI ZRYHQ EDUOH\ HQDEOHV D 7KLV EHDXWLIXOO\ FUDIWHG ZHDSRQ RI DQ XQNQRZQ

ZHDUHU ZLWK D SRWHQW VHFRQG


PHWDO ZDV IRUJHG FHQWXULHV DJRE\WKH:RRG(OYHV
:DUULRUWRWDSLQWRWKHYHLQVRIWKHHDUWK RI /XVWULD WR SURWHFW WKHLU KRPH IURP LWV JUHDWHVW
DQG FKDQQHO IHHOLQJV RI GUHDG WR WKRVH
VLJKW 7KH :DUULRU PD\ XVH
HQHP\ILUH
ZKR ZRXOG WKUHDWHQ WKH VDQFWLW\ RI
WKLV LQWXLWLRQ WR DYRLG DQ\ QDWXUH
LPSHQGLQJGDQJHU
A Warrior may only use this weapon if mounted on a
steed, and has moved at least 1 square in a straight line
To use the Barleycorn Wand, the Warrior to reach a Monster. In addition, the lance may only be
used outdoors. Upon the first successful hit, the lance
must be within 2 squares of a Monster. To causes storm clouds to form in the sky and it begins to
The Warrior may use this amulet successfully use, the Warrior must roll 4-6 rain. Use the large template fro m the Warhammer
on 1D6. If used successfully, each Monster Fantasy game to represent the storm. Place the centre
once per adventure to ignore an within 2 squares of the Warrior must pass over the Monster that was hit. All models underneath
event card when it is drawn. The an immediate Fear test, at the Warrior’s
the template (even partially) suffer -1 To Hit until the
Warrior changes to another weapon. In addition, any
event card is discarded without Battle-level. If they fail they are removed models underneath the te mplate who roll a 1 To Hit
from the board and no one gets any Gold slip over in the water and may do nothing further that
encountering it. for them. turn. The lance also confers a +2 Strength bonus to the

  


Warrior using it in combat only.

Barbarian and Elf Only


*2/' *2/' *2/'

21&(3(5$'9(1785( 21&(3(5$'9(1785( 3(50$1(17

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

7+(3/$48(2)7(3(& 7+(3/$48(2);2/2& 7+(,7;,*58%6


7KLVLVRQHRIWKHVDFUHGFOD\SODTXHV 7KLV LV RQH RI WKH VDFUHG FOD\ SODTXHV 7KLVLVDJRXUGFRQWDLQLQJDKDQGIXORIGULHG,W[L*UXEV

RIWKHS\UDPLGRI7HSHFLQ+H[RDWO RIWKHS\UDPLGRI;RORTLQ+H[RDWO
7KHVH DUH YHU\ SRWHQW JUXEV ZKLFK DEVRUE UDZ SRZHU
IURPWKHJURXQGDQGWUDQVIRUPLQWRODUJHJUXEV

The plaque can be used to counte r the The plaque can power one spell cast by There are 1D6 Itxi grubs in the gourd. They can be used at
any time during a battle. A grub can be thrown up to 3
effects of any one spell cast at a Warrior. the Wizard. Therefore, one of the squares away, past any intervening models. For each grub
In addition, roll 1D6 for the Warrior Wizard’s spells can be cast at any time thrown to the ground, a large Itxi grub is formed. The grub
fights any model, both friend or foe, depending on which is
using the plaque and 1D6 for the without the need to expend power. The closest. If more than one model is closer, randomly decide. If
Monster spellcaster. If the Warriors roll plaque crumbles into dust when used, so the grub is attacking a Monster, however, it will not

is higher, the spell is destroyed it can only be used once. The destruction suddenly fight an adjacent Warrior. Only when the Monster
is dead will it turn and fight the Warrior, but only if there are
permanently, and the Monster may not of the plaque has an additional no other adjacent Monsters. The Itxi grub will not move
cast it again this bat tle. If he rolls the unpleasant effect on all spellcasters on away from the square it is on, and will only head towards the
dungeon entrance after the battle is over. The Itxi grubs have
spell, re-roll the dice. Once used, the the board. Roll 1D6 for each spe llcaster the same statistics as a Nurgling, but do 1D6 + Str damage
plaque shatters into a thousand shards. model. On a roll of 1 the model loses and do not have any of the special abilities.
1D6 unmodifed Wounds.

  *


*2/'
Wizard Only
*2/' ($&+

21(86(21/< 3(50$1(17 817,/$//86('

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

7+(%/$&.%/$'( :,*+7%/$'( &+$50('6+,(/'


7KH %ODFN %ODGH LV D VFLPLWDU RI 7KH :LJKW %ODGH LV D FRPPRQ ZHDSRQ 
DPRQJVWWKH8QGHDG
7KH&KDUPHG6KLHOGLVEOHVVHG
XQNQRZQPHWDOEXWLWVSRWHQF\LQ ZLWK JRRG IRUWXQH DQG
FRPEDWFDQQRWEHGHQLHG As soon as the Warrior picks this weapon up, he
has realised his mistake. The Wight Blade draws SURWHFWLYHPDJLF
upon the Strength of its wielder to cause damage
The Black Blade emits black clouds in battle. Each turn the Warrior manages to hit a
around its wielder, making him
Monster and cause damage, the Wight Blade will The first time in each adventure
drain 1 Permanent Wound. It will also cause an
more difficult to hit. In hand to hand additional 1D6 Wounds upon a hit. If the Warrior a Warrior is hit while using this
combat, all Monsters are at -1 to hit is reduced to zero permanent Wounds, he is left a shield the attack is automatically
lifeless husk. The Warrior cannot sell or drop this
the Warrior. In addition, because of weapon at all. His only hope is visiting a City’s deflected. While using the shield
its toughness, the Warrior gains +1 healers at the Temple and get them to nullify its a Warrior cannot use a bow or a
power. Unfortunately it will cost the Warrior 2D6
Strength in combat. x 500 Gold. The Wight Blade also leaves the two-handed weapon of any sort.
Warrior weaker - subtract 1 Strength point

  
permanently.

*2/' *2/' *2/'

21(86(21/< 21(86(21/< 21&(3(5$'9(1785(


'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

&233(56,*,/6:25' 7+(3/$48(2)&+27( . 6:25'2))257,78'(

$EODGHPDGHRIFRSSHUDQG 7KLV LV RQH RI WKH VDFUHG FOD\ SODTXHV 7KRVHZKRZLHOGWKH6ZRUG
LQODLG ZLWK JORZLQJ VLJLOV RI )RUWLWXGH DUH ILOOHG ZLWK
RIWKHS\UDPLGRI&KRWHNLQ+H[RDWO

EHLQJ IUHH IURP LURQ ZLOO D VHQVH RI LQYXOQHUDELOLW\


This plaque represents Chotek, the sun

FXWWKHDLUPRUHVZLIWO\DQG DQGSRZHUVWHHOLQJWKHPWR
god. If a Warrior reveals this plaque to a

HQDEOHV LWV EHDUHU WR VWULNH ILJKW RQ DQG IDFH WKH PRVW
Monster, a bright ray of light will burst

IDVWHU WHUULEOHGDQJHUV
forth, blinding the Monster. The Warrior
may only show the plaque to an adjacent
Monster that is attacking him. Roll 1D6.
On a roll of 6 the Monster is blinded and
may not attack or move for the rest of the
The bearer of the Copper turn. Once a monster has been blinded, it
The bearer of this sword may
Sigil Sword gains +1 to his will not fall for the same trick again. A add +2 to all of his Fear and
Initiative. Warrior may try to blind a Monster once Terror tests.

  


per turn.

*2/' *2/' *2/'

3(50$1(17 3(50$1(17 3(50$1(17

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'


7+(,1&$17$7,212)
;(7/,32&87=/
&+$/,&(2)&+$26 :$53672506&52//
7KH ,QFDQWDWLRQ RI ;HWOLSRFXW]O LV DFFRUGLQJ WR 7KH &KDOLFH RI &KDRV ZRUNV VWUDQJH 7KLVVFUROOFRQWDLQVDSRZHUIXO
DQGXQSUHGLFWDEOHFKDQJHVRQDOOZKR
VSHOO ZKLFK VXPPRQV D
OHJHQG WKHODVWUHFRUGHGWKRXJKWRI0DJH/RUG
=OWHS RI 7OD[WODQ EHIRUH KH ILQDOO\ VSRNH QRU
GULQNIURPLW
PRUH DQG ZDV GXO\ PXPPLILHG WR MRLQ KLV
GHYDVWDWLQJ ZDUSVWRUP LQ WKH
XSSHU DWPRVSKHUH VFDWWHULQJ
SUHGHFHVVRUV LQ WKH JUHDW YDXOWV RI WKH S\U DPLG
WHPSOH RI WKDW FLW\ 7KH ZRUGV UHFRUGHG RQ
DOOFUHDWXUHVIO\LQJKLJKXS
When drunk, roll 1D6:
SDUFKPHQW DUH WKH ILUVW SDUW RI D SURSKHF\ RI
XWWHU GUHDG IRU DOO HQHPLHV /RUG =OWHS QHYHU
FRPSOHWHG WKH SURSKHF\ EXW WKH ILUVW ZRUGV
1 The Warrior turns instantly into a
ZHUH HQRXJK WR LQVWLO LQGHVFULEDEOH GHVSDLU LQWR gibbering Chaos spawn.
WKHHQHP\HYHQWKRXJKWKH\FDQQRWXQGHUVWDQG 2-3 The Warrior is confused. He may When used, the scroll causes all
WKHP not cast a spell this turn. flying Monsters to suffer 4D6

)O\LQJ for 1D3 turns each. Roll


4-6 The Warrior gains a Chaos Wounds. Monsters also lose
Monsters on the board must take a %UHDN test. If
Once the words are uttered, all remaining
Attribute. Roll on the Chaos Warrior
they fail, they are immediately removed from the Attribute Table. This is a permanent
board as they flee in terror. Once used, the
addition to the Warrior separately for each Monster.

  


parchment crumbles to dust.

*2/' *2/' *2/'

21(86(21/< 21(86(21/< 21(86(21/<

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

(1(5*<-(:(/ &52:12)1,*+7 &/2$.2),19,6,%,/7<

7KLVJORZLQJMHZHOVHW LQD 7KLVMHWEODFNFURZQLVIDVKLRQHGIURP 7KLV FORDN FDWFKHV WKH OLJK W LQD


VLOYHUFODVSVWRUHVSRZHUIXO EDQGV RI LURQ DQG HQJUDYHG ZLWK
SRZHUIXO UXQHV WKDW FUDFNOH DQG VSLW
YHU\ VWUDQJH PDQQHU EHFRPLQJ
PDJLF ZLWKDQLQFDQGHVFHQWEOXHOLJKW
WUDQVSDUHQW LQ SODFHV DV LI LW
ZHUHIXOORIKROHV
While wearing this crown your Warrior
This jewel contains 1D6 may attempt to resist any one spell cast While wearing this cloak your
points of Power that the against him per turn, just as if he had the Warrior becomes invisible and
Wizard can use to augment Magic Resistance ability that some
therefore cannot be attacked. He
Monsters get. Roll 1D6. On a score of 1 -
his spellcasting ability. Once 5 the crown falls to stop the spell and it may fight as normal. The cloak
drained the jewel is affects your Warr ior as normal. On a contains enough power to keep
score of 6 the crown works and the spell your Warrior invisible for 1 turn
worthless. doesn't affect him. per adventure.


*2/'
Wizard Only  Wizard Only 
*2/' *2/'

817,/'5$,1(' 3(50$1(17 21&(3(5$'9(1785(


'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

7+(7$%$5'2).,1*6 025*,$1$¶60,5525 7+(*,5'/(2)*2/'


7KLV PDJQLILFHQW 7DEDUG KDV 0RUJLDQD¶V 0LUURU DOORZV WKH XVHU WR SHHU 7KH*LUGOHRI*ROGLVDVKLQLQJEHOW
SURWHFWHG WKH %UHWRQQLDQ ZKLFKLVZRUQDURXQGWKH:DUULRU¶V
LQWRWKHKHDUWVDQGPLQGVRIHQHP\0RQVWHUV
VR WKDW WKH\ FDQ GLVFHUQ WKHLU LQWHQWLRQV DQG
.LQJV IURP IRXO PDJLF LQ DJHV SUHSDUHWKHPVHOYHVDJDLQVWWKHP ZDLVW ,W LV ZRYHQ ZLWK PDJLFDO
SURWHFWLRQ
SDVW The Warrior can use the mirror at the start of
the Warriors Phase. He peers into the mirror, The Girdle of Gold protects the
If a spell is cast that would harm after nominating a Monster on the same board
Warrior from missile attacks. If a
section, and sees the actions that the Monster
the Warrior wearing the tabard, would take this turn. For this turn only, the Monster fires a missile weapon at the
roll 1D6. On a score of 4+, the Warrior can take his turn after the Monster has Warrior while he is wearing the Girdle
spell has rebounded back at the moved. He does not have to escape from of gold roll 1D6. On a roll of 6+ the
pinning as he knows the Monsters moves and girdle’s power deflects the missile and
caster, causing the original spell has moved around him.
the Warrior takes no damage.
effect. The Warrior is unharmed.


*2/'
  Barbarian, Wizard and Elf
*2/' *2/'

21&(3(5$'9(1785( 21&(3(5$'9(1785( 3(50$1(17

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

7+(%/$&.$552: )/$*212):,1( 32,621'$**(5


7KH%ODFN$UURZLVWLSSHGZLWKD 7KLVKXJHIODJRQFRQWDLQVWKHILQHVWZLQH 7KHSRLVRQGDJJHULVFRDWHGZLWKD
'UDJRQ¶V WRRWK DQG KDV EODFN LQDOORI%UHWRQQLD VORZDFWLQJSRLVRQ
IHDWKHU IOLJKWV IURP D FDUULRQ
FURZ
There is enough wine in the flagon for a
number of uses. Each time a Warrior drinks The dagger causes (Damage Dice)+1
When fired, The Black Arrow hits from it, roll 1D6. On a roll of 1 the flagon is damage, regardless of the Warriors
automatically, causing 1D6 Wounds empty - discard this card. The wine may be Strength. If a 6 is rolled To Hit, the
drunk at any time except during combat. poison has been introduced into the
with no modifiers. In addition, if the The Warrior becomes exceedingly merry
Wounds caused were 6, the arrow Monsters blood stream. At the end
and becomes immune to any Fear and
poisons the Monster. It loses a Terror tests for the duration of the of each Monsters Phase the Monster
further 1 unmodified Wound at the adventure. Unfortunately marksmanship is loses 1 unmodified Wound until it is
start of each Monster’s Phase unt il badly affected and the Warrior suffers a -1 dead. The effects of the poison are
To Hit penalty as well. not cumulative.
it is dead.

  


*2/' *2/' *2/'

21(86(21/< 817,/$//'581. 3(50$1(17

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

'220*/$,9( 0$1&$7&+(5 +22.+$/%(5'


7KH 'RRP *ODLYH LV D KXJH ZLFNHG 7KH 0DQ&DWFKHULVDORQJSROHZLWKDVHULHV 7KH +RRN +DOEHUG LV XVHG WR KRRN D SDVV LQJ
ORRNLQJ ZHDSRQ WKDW LV DOPRVW WZLFH RIKRRNVLQDX VKDSHRQWKHHQG HQHP\ DQG GUDJ KLP RII KLV IHHW EHIRUH
GLVSDWFKLQJKLPZLWKWKHKHDY\EODGH
WKHKHLJKWRIDPDQ
The Man Catcher can be used to $WWDFN LQ
5DQNV as it is so long. If the Warrior’s To Hit The Hook Halberd can be used at the start of the
Because of its huge size, the Doom roll is a 6 with the Man Catcher, the Monster
Warriors turn to hook a Monster and bring him
Glaive can only be wielded by a Warrior closer to him. The Warrior can pick any Monster
has been ensnared by the series of hooks and (not Large Monster) who is up t o two squares
of Strength 6 or more. Even then it takes cannot escape if its Strength is lower or equal to away and roll 1D6. If the roll is equal to or under
both hands to do so effectively that the that of the Warrior. Once hooked, the Monster the Warriors Strength he has succeeded in draggin
Warrior may not use a shield or any may not move, but may still attack. The Warrior the Monster closer. Place the model adjacent to the
other item in his other hand. The weapon who has caught the Monster may not move or Warrior. Obviously he can only this if there are no
attack either, as he needs to keep the Monster other models in between. The Warrio r can now
causes an extra +1D6 damage in attack as normal, except his first attack is at -1 To
captured. If the Monster’s Strength score is
combat, and if a 6 is rolled To Hit, it higher, he breaks away immediately. This is a Hit. Note that he does not have to attack the
causes double damage.
weapon also $WWDFNVLQ5DQNV.
useful weapon to catch a Monster who is adjacent Monster if he does not wish to. This

 
pursuing a Warrior who is close to death.

*2/'
Barbarian Only 
*2/' *2/'

3(50$1(17 3(50$1(17 3(50$1(17


'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

%$//$1'&+$,1 581()$1* 581()$1*


7KH%DOODQG&KDLQLVVRKHDY\WKDWLW 2QHRIWKHWZHOYHVZRUGVIRUJHGE\WKH 2QH RI WKH WZHOYH VZRUGV IRUJHG E\
QHHGVDOODP DQ¶VVWUHQJWKMXVWWRKROG 5XQHVPLWK$ODULFWKH0DGDVSD\PHQW WKH 5XQHVPLWK $ODULF WKH 0DG DV
LW IRU 6LJPDU
V KHOS LQ UHFODLPLQJ WKH SD\PHQW IRU 6LJPDU
V KHOS LQ
'ZDUI KROG RI =KXIEDU IURP UHFODLPLQJ WKH'ZDUIKROGRI=KXIEDU
PDUDXGLQJ 0RQVWHUV 7KH 5XQHIDQJV IURP PDUDXGLQJ 0RQVWHUV 7KH
A Warrior may not carry the Ball and
DUH KHOG E\ WKH (OHFWRU &RXQWV RI WKH 5XQHIDQJV DUH KHOG E\ WKH (OHFWRU
Chain unless his Strength is at least 4.
(PSLUH DV WUHDVXUHG KHLUORRPV DOO &RXQWV RI WKH (PSLUH DV WUHDVXUHG
While he wields it, his Strength is
H[FHSWWKLVRQHWKDWLV« KHLUORRPV DOO H[FHSW WKLV RQH WKDW
increased by +1 in combat. In addition,
LV«
if he rolls a 6 To Hit, the Monster has
been knocked down by the force of the
as having +DWUHG of Chaos Dwarfs.
ball and misses out on his turn. If the A Warrior wielding Runefang is treated

as having +DWUHG of Chaos Warriors.


Warrior still has any attacks left, or if A Warrior wielding Runefang is treated
other Warriors wish to attack the fallen
Monster they receive a +1 modifier To

  


Hit.

Barbarian and Dwarf Only


*2/' *2/' *2/'

3(50$1(17 3(50$1(17 3(50$1(17

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

581()$1* 581()$1* 581()$1*


2QH RI WKH WZHOYH VZRUGV IRUJHG E\ 2QHRIWKHWZHOYHVZRUGVIRUJHGE\WKH 2QH RI WKH WZHOYH VZRUGV IRUJHG E\
WKH 5XQHVPLWK $ODULF WKH 0DG DV 5XQHVPLWK$ODULFWKH0DGDVSD\PHQW WKH 5XQHVPLWK $ODULF WKH 0DG DV
SD\PHQW IRU 6LJPDU
V KHOS LQ IRU 6LJPDU
V KHOS LQ UHFODLPLQJ WKH SD\PHQW IRU 6LJPDU
V KHOS LQ
UHFODLPLQJWKH'ZDUIKROGRI=KXIEDU 'ZDUI KROG RI =KXIEDU IURP UHFODLPLQJWKH'ZDUIKROGRI=KXIEDU
IURP PDUDXGLQJ 0RQVWHUV 7KH PDUDXGLQJ 0R QVWHUV 7KH 5XQHIDQJV IURP PDUDXGLQJ 0RQVWHUV 7KH
5XQHIDQJV DUH KHOG E\ WKH (OHFWRU DUH KHOG E\ WKH (OHFWRU &RXQWV RI WKH 5XQHIDQJV DUH KHOG E\ WKH (OHFWRU
&RXQWV RI WKH (PSLUH DV WUHDVXUHG (PSLUH DV WUHDVXUHG KHLUORRPV DOO &RXQWV RI WKH (PSLUH DV WUHDVXUHG
KHLUORRPV DOO H[FHSW WKLV R QH WKDW H[FHSWWKLVRQHWKDWLV« KHLUORRPV DOO H[FHSW WKLV RQH WKDW
LV« LV«

as having +DWUHG of Undead.


A Warrior wielding Runefang is treated

as having +DWUHG of Dark Elves. as having +DWUHG of Lizardmen.


A Warrior wielding Runefang is treated A Warrior wielding Runefang i s treated

  


*2/' *2/' *2/'

3(50$1(17 3(50$1(17 3(50$1(17

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

581()$1* 581()$1* 581()$1*


2QH RI WKH WZHOYH VZRUGV IRUJHG E\ 2QHRIWKHWZHOYHVZRUGVIRUJHGE\WKH 2QH RI WKH WZHOYH VZRUGV IRUJHG E\
WKH 5XQHVPLWK $ODULF WKH 0DG DV 5XQHVPLWK$ODULFWKH0DGDVSD\PHQW WKH 5XQHVPLWK $ODULF WKH 0DG DV
SD\PHQW IRU 6LJPDU
V KHOS LQ IRU 6LJPDU
V KHOS LQ UHFODLPLQJ WKH SD\PHQW IRU 6LJPDU
V KHOS LQ
UHFODLPLQJWKH'ZDUIKROGRI=KXIEDU 'ZDUI KROG RI =KXIEDU IURP UHFODLPLQJWKH'ZDUIKROGRI=KXIEDU
IURP PDUDXGLQJ 0RQVWHUV 7KH PDUDXGLQJ 0RQVWHUV 7KH 5XQHIDQJV IURP PDUDXGLQJ 0RQVWHUV 7KH
5XQHIDQJV DUH KHOG E\ WKH (OHFW RU DUH KHOG E\ WKH (OHFWRU &RXQWV RI WKH 5XQHIDQJV DUH KHOG E\ WKH (OHFWRU
&RXQWV RI WKH (PSLUH DV WUHDVXUHG (PSLUH DV WUHDVXUHG KHLUORRPV DOO &RXQWV RI WKH (PSLUH DV WUHDVXUHG
KHLUORRPV DOO H[FHSW WKLV RQH WKDW H[FHSWWKLVRQHWKDWLV« KHLUORRPV DOO H[FHSW WKLV RQH WKDW
LV« LV«

as having +DWUHG of Trolls.


A Warrior wielding Runefang is treated

as having +DWUHG of Skaven. as having +DWUHG of Dragons.


A Warrior wielding Runefang is treated A Warrior wielding Runefang is treated

  


*2/' *2/' *2/'

3(50$1(17 3(50$1(17 3(50$1(17


'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

581()$1* 581()$1* 581()$1*


2QH RI WKH WZHOYH VZRUGV IRUJHG E\ 2QHRIWKHWZHOYHVZRUGVIRUJHGE\WKH 2QH RI WKH WZHOYH VZRUGV IRUJHG E\
WKH 5XQHVPLWK $ODULF WKH 0DG DV 5XQHVPLWK$ODULFWKH0DGDVSD\PHQW WKH 5XQHVPLWK $ODULF WKH 0DG DV
SD\PHQW IRU 6LJPDU
V KHOS LQ IRU 6LJPDU
V KH OS LQ UHFODLPLQJ WKH SD\PHQW IRU 6LJPDU
V KHOS LQ
UHFODLPLQJWKH'ZDUIKROGRI=KXIEDU 'ZDUI KROG RI =KXIEDU IURP UHFODLPLQJWKH'ZDUIKROGRI=KXIEDU
IURP PDUDXGLQJ 0RQVWHUV 7KH PDUDXGLQJ 0RQVWHUV 7KH 5XQHIDQJV IURP PDUDXGLQJ 0RQVWHUV 7KH
5XQHIDQJV DUH KHOG E\ WKH (OHFWRU DUH KHOG E\ WKH (OHFWRU &RXQWV RI WKH 5XQHIDQJV DUH KHOG E\ WKH (OHFWRU
&RXQWV RI WKH (PSLUH DV WUHDVXUHG (PSLUH DV WUHDVXUHG KHLUORRPV DOO &RXQWV RI WKH (PSLUH DV WUHDVXUHG
KHLUORRPV DOO H[FHSW WKLV RQH WKDW H[FHSWWKLVRQHWKDWLV« KHLUORRPV DOO H[FHSW WKLV RQH WKDW
LV« LV«

as having +DWUHG of Beastmen.


A Warrior wielding Runefang is treated

as having +DWUHG of Giants. as having +DWUHG of Daemons.


A Warrior wielding Runefang is treated A Warrior wielding Runefang is treated


*2/'
 
*2/' *2/'

3(50$1(17 3(50$1(17 3(50$1(17

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

.1,)( '$**(5 6:25'


7KLV VPDOO NQLIH FDQ EH HDVLO\ 7KLVGDJJHULVPDGHIURPKDUG 7KLV VZRUG LV VWDQGDUG
FRQFHDOHG LQVLGH D :DUULRUV LURQ\HWIHHOVOLJKWLQWKHKDQG LVVXH IRU PRVW RI WKH
ERRWV (PSLUH¶VDUPLHV
The dagger attacks at a Strength
The Knife attacks at a Strength of 1. It can be used as a hand to
of 1. If any event occurs which The sword attacks at the
hand weapon or a missile
requires your Warrior to lose weapon. If it is thrown, it may be Warrior’s Strength value.
any equipment, or if he is retrieved once all the Monsters
captured and thrown in jail, then on the board section are dead.
he will always have his Knife
(unless they take his boots as

  
well…)

*2/' *2/' *2/'

3(50$1(17 3(50$1(17 3(50$1(17

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

/21*6:25' *5($7 6:25' %52$'6:25'


7KH ORQJVZRUG LV VOLJKWO\ 7KH *UHDW 6ZRUG LV WKH ODUJHVW VZRUG 7KH EURDGVZRUG LV VOLJKWO\
ORQJHU WKDQ D QRUPDO VZRUG PDGH E\ WKH (PSLUH ,WV KXJH VL]H
VPDOOHU WKDQ WKH PLJKW\ JUHDW
PDNHV VXUH ZKRHYHU ZLHOGV LW
DQGVOLJKWO\ODUJHUWRR,WLVDQ GLVSDWFKHV ZLWK WKH VWURQJHVW RI VZRUGWKRXQRWDVSRZHUIXO
H[FHOOHQW ZHDSRQ IRU WKRVH 0RQVWHUV
DEOHWR PDVWHULW The Warrior using the
A Warrior wielding the Great Sword broadsword attacks at a Strength
attacks at +4 Strength. Because of the
The longsword attacks at +1 immense size of the sword, the Warrior is of +3. The broadsword is
Strength. Because of its size, the not as agile using it and must therefore difficult to use and therefore the
Warrior is at -1 on all of his To lose 1 Attack each turn. He also loses -1 Warrior must subtract -1 from all
Hit rolls when using it. Initiative. It requires two hands to use of his To Hit rolls when using it
and thus a shield cannot be used at the
in combat.


same time.

*2/'
Barbarian, Elf and Wizard  Barbarian, Dwarf and Elf  Barbarian Only
*2/' *2/'

3(50$1(17 3(50$1(17 3(50$1(17


'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

$;( %$77/($;( 7+52:,1*$;(


7KH$[HLVDVSRZHUIXODVD 7KH %DWWOH$[H LV D PLJKW\ 7KH 7KURZLQJ$[H LV FDUHIXOO\
QRUPDO VZRUG EXW EHLQJ D WZRKDQGHGZHDSRQFDSDEOH EDODQFHG WR DOORZ LW WR EH WKURZQ
DW JUHDW GLVWDQFHV DQG VWLOO VWULNH
ZHDSRQ PDGH E\ 'ZDUIV RIVOD\LQJHYHQWKHVWURQJHVW LWVWDUJHW
'ZDUIV DUH PRUH OLNHO\ WR 0RQVWHUV
ZLHOGWKLVLQEDWWOH The Throwing-Axe can be used as
The Battle-Axe attacks at +2 either a hand to hand weapon or a
missile weapon. It adds +1 t o the
An Axe attacks using the Strength. Due to it being two Warrior’s Strength in both
Warrior’s Strength value. handed, a Warrior cannot use circumstances. If it is thrown, it may
a shield at the same time. be retrieved once all the Monsters
on the board section are dead.


*2/'
Barbarian and Dwarf Only  Barbarian and Dwarf Only  Barbarian and Dwarf Only
*2/' *2/'

3(50$1(17 3(50$1(17 3(50$1(17

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

63($5 0$&( :$5+$00(5


7KH VSHDU LV D ORQJ WKLQ ZHDSRQ ZLWK 7KH 0DFH LV D VWUDQJH 7KLV ZHDSRQ LV WKRXJKW RI
D VKDUS SRLQW DW WKH HQG ,W FDQ EH
WKURZQRUXVHGLQFORVHFRPEDW ZHDSRQ EXW VWLOO XVHG LQ DV WKH RQO\ ZHDSRQ IRU
SDUWVRIWKH2OG:RUOG WKRVH RI D UHOLJLRXV
The spear can be used as a hand to hand
weapon or a missile weapon. If used in
EDFNJURXQG
hand to hand combat, the Warri or may
The user of the mace receives -
Attack in Ranks. If used as a missile 1 on his To Hit rolls. If the To If the To Hit roll is a natural
weapon, the Warrior needs a 4+ To Hit. Hit roll is an unmodified 6, the 6, the Warhammer causes an
It can be retrieved once all the Monsters
on the board section are dead.
weapon causes an extra +1D6 extra +1D6 Wounds damage.
Whichever way the Warrior uses it, he Wounds damage.
gains +1 Initiative in the first round of
combat.

  
*2/'
Barbarian, Elf and Dwarf Barbarian and Dwarf Only Barbarian, Elf and Dw arf
*2/' *2/'

3(50$1(17 3(50$1(17 3(50$1(17

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

7+52:,1*67$56 )/$,/ .18&./('867(5


7KLV EDJ RI WKURZLQJ VWDUV FDQ EH 7KH IODLO FRQVLVWV RI D ODUJH 7KLV VPDOO LWHP PDGH IURP
XVHG WR SLFN RII 0RQVWHUV ZKLFK VSLNHG EDOO RQ WKH HQG RI D PHWDOILWVVQXJO\LQWKHSDOPRI
FDQQRWEHDWWDFNHGQRUPDOO\
FKDLQ ZKLFK LV DWWDFKHG WR D WKH :DUULRU KDQG DURXQG KLV
There are as many Throwing Stars in ORQJZRRGHQSROH ILQJHUV
the bag as needed for one adventure.
They attack at a Strength of 1 and A flail is a difficult weapon to The Knuckle Duster attacks at a
because of their small size are thrown master. As such, the Warrior Strength of 4. Because to do any
at -1 Ballistic Skill. When calculating using it must subtract -2 to his To
damage, ignore the Monsters armour
damage, the Warrior actually has
Hit rolls. If he succeeds in hitting to punch a Monster, subtract -2
value, as the stars get in between the
joins. The Warrior can throw as many the Monster, it causes an extra from his To Hit rolls.
stars per turn as he has Attacks. +2 damage.

 Barbarian, Elf and Wizard  


*2/'
Barbarian and Dwarf Only
*2/' *2/'

)2521($'9(1785( 3(50$1(17 3(50$1(17


'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

+$/%(5' 523( %$1'$*(6


7KH+DOEHUGLVDORQJSROHZLWKD 7KH5RSHLVXVHIXOIRUUHVFXLQJ $ :DUULRU LV DOZD\V LQ QHHG RI
EODGH RQ WKH HQG  XVHIXO IRU :DUULRUV ZKR KDYH IDOOHQ KHDOLQJ 7KHVH EDQGDJHV ZLOO KHOS
KDFNLQJ DW 0RQVWHUV WKURXJK GRZQDSLW PHQG EURNHQ OLPEV FXWV DQG
LQWHUYHQLQJREVWDFOHV VRUHV

The Halberd attacks at +1 Strength, The Rope can be used to escape


There are 1D6 bandages in th e pile.
but causes the Warrior to lose -2 a pit. After each use, roll 1D6. Each bandage can be used to restore
Initiative as he struggles to wield it. On a roll of 1 or 2 the rope has 3 Wounds. If there are any bandages
broken, fortunately after the
$WWDFN LQ 5DQNV, but unfortunately
With the Halberd, the Warrior can remaining at the end of the
Warrior has used it, and is of no adventure, roll 1D6. On a roll of 1, 2
cannot use a shield as the weapon further use. or 3 the bandage has perished and is
requires two hands. of no further use.


*2/'
Barbarian and Elf Only  *
*2/' ($&+

3(50$1(17 817,/%5($.6 5(&25'7+(1',6&$5'

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

3529,6,216 '22563,.(6 &$6.62)%((5


7KLV VDFN RI SURYLVLRQV PXVW EH (DFK GRRU VSLNH LV PDGH IURP D 7KLVEHHUKDVDKHDUW\WDVWHWRLW2QH
QHZO\GURSSHGDVWKH\DUHVWLOOLQ KDUGHQHG LURQ DOOR\ KDPPHUHG LQWR GULQNQHYHUVHHPVWREHHQRXJK
D FRQVXPDEOH VWDWH $PRQJ WKHP VKDSHE\'ZDUIEODFNVPLWKV
DUH D VWUDZEHUU\ SLH DQG VRPH There are 1D6 casks of beer. Due to their
PXIILQV
There are 1D6 Door Spikes. Each spike immense size, each Warrior can only
keeps a door shut for one turn. To use a carry one cask. A cask may be drunk at
spike, the Warrior must be adjacent to any time during the game. It gives the
There are 1D6 provisions in the the door. Once spiked a door cannot be Warrior +1 to Fear rolls, -1 Weapon
sack. Each one restores 2 Wounds. opened unless it is broken down. To Skill, -1 Initiative and +1 Stren gth (+2 if
If there are any provisions break down a door, a model must be Dwarf). If a Wizard drinks it he can’t
remaining at the end of the adjacent to it. Roll 1D6 and add the cast any spells for 2 turns. The effects of
adventure, they must be discarded model’s Strength. On a score of 9 or the beer last for 1 turn. A Warrior can
as they will be spoiled. more, the door has been bashed in. only drink one cask of beer at a time.

 * 
*2/'
Barbarian, Dwarf and Wizard
($&+ *2/'

5(&25'7+(1',6&$5' 817,/$//86(' 817,/$//'581.

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

),1(52%(6 %2276 75$1&(6721(


7KHVHUREHVDUHPDGHIURP $Q$OOLJDWRUJDYHLW¶VOLIHWR 7KLV VPRRWK UHG VWRQH
WKH ILQHVW RI (OYHQ VLON PDNH WKHVH ERRWV 7KH\ DUH VKLQHV GXOO\ HYHQ WKRXJK
7KH\ IHHO VRIW DQG VPRRWK VWURQJ VWXUG\ DQG WKH RQO\ OLJKW LV WKDW IURP
DJDLQVWWKH:DUULRU¶VVNLQ ZDWHUSURRI WKHWRUFK

These robes can be worn over These boots are an attractive If a Warrior does nothing,
armour. addition to the wardrobe of including move, for one turn,
any Warrior. and there are no Monsters on
the board, he enters a trance
and regains 1 Wound.

  
*2/' *2/' *2/'

3(50$1(17 3(50$1(17 3(50$1(17


'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

/($7+(5$50285 )856
*8132:'(5
$1'6+27

$IWHU D VHDUFK RI WKH DUHD 7KLV OHDWKHU DUPRXU LV PDGH 7KHVH IXUV ORRN OLNH WKH\ KDYH
WKH :DUULRU ILQGV D ER[ IURPWKHKLGH RIDKRUVH EHHQIDVKLRQHGIURPWKHIXURI
FRQWDLQLQJ VRPH JXQSRZGHU D <HWL  D KRUUHQGRXV PRQVWHU
DQG VKRW  XVHIXO IRU DQ\ IURP1RUVFD
JXQV WKH :DUULRU PLJKW
This leather armour gives its

KDYH
wearer +1 Toughness.
However, it is destroyed by the These furs give the Warrior +1
Toughness. In addition, they may
first hit that scores a natural 6
There is enough gunpowder be worn over chainmail or light
To Hit, or if the Warrior is
armour, in which case it causes -
and shot here to last for one reduced to zero Wounds. 1 movement and -1 on all To Hit
adventure.
rolls.


*2/'
Barbarian, Dwarf and Wizard  Barbarian, Dwarf and Elf  Barbarian, Dwarf and Elf
*2/' *2/'

)2521($'9(1785( 817,/'(6752<(' 3(50$1(17

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

&+$,10$,/$50285 /,*+7$50285 6+,(/'


7KLV VXLW RI FKDLQPDLO 7KH :DUULRU ILQGV D VXLW RI 7KLV VPDOO VKLHOG LV H[SHUWO\
DUPRXU LV FRQVWUXFWHG E\ OLJKW DUPRXU RQ D URWWLQJ PDGHE\(PSLUH&UDIWVPHQ
OLQNLQJPDQ\VPDOOULQJVRI FRUSVH LQ WKH FRUQHU RI WKH
LURQWRJHWKHU URRP The shield gives its user +1
Toughness. While using it, the
This armour gives its wearer This light armour gives the Warrior cannot use a bow or
+2 Toughness. Since it is so Warrior +2 Toughness. any other two handed weapon.
heavy, the Warrior suffers -1 The shield does not protect a
To Movement. Warrior from magic attacks.

 Barbarian, Dwarf and Elf  Barbarian and Dwarf Only 
*2/'
Barbarian, Dwarf and Elf
*2/' *2/'

3(50$1(17 3(50$1(17 3(50$1(17

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

*5($76+,(/' /($7+(5+(/0 23(1+(/0(7


7KLV ODUJH VKLHOG KDV D IHZ Q LFNV 7KLV OHDWKHU KHOP ILWV VQXJO\ 7KLV RSHQ KHOP LV PXFK
DQG VFUDWFKHV LQ LW EXW LV VWLOO RI
XVHIRUSURWHFWLRQ
RYHUWKH:DUULRU¶VKHDG VWXUGLHUWKDQLWVHHPV

This huge shield gives the Warrior This helm gives the Warrior +1 This open helm gives its
+2 Toughness. Since it is so large, Toughness. However, it is wearer +1 Toughness. It may
the Warrior suffers -1 Movement destroyed by the first hit that not be worn with any other
and -1 To Hit. While using it, the scores a natural 6 To Hit, or if
Warrior cannot use a bow or any head gear.
the Warrior is reduced to zero
other two handed weapon. The
Great Shield does not protect the Wounds. It may not be worn
Warrior from magic attacks. with any other head gear.

 Barbarian and Dwarf Only  Barbarian, Dwarf and Elf  Barbarian, Dwarf and Elf
*2/' *2/' *2/'

3(50$1(17 817,/'(6752<(' 3(50$1(17


'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

:$5+(/0 6+257%2: /21*%2:


7KH :DUKHOP LV ODUJH DQG 7KH VKRUW ERZ LV LGHDO IRU 7KHORQJERZ LVXVHGE\WKH
EXON\ DQG RQO\ VWURQJ ILULQJYROOH\VRIDUURZVDWD :RRG (OYHV RI /RUHQ WR
:DUULRUV DUH DEOH WR ZHDU 0RQVWHU KXQW
LW
The short bow attacks at a The longbow attacks at a
The Warhelm gives its Strength of 1. However, a Strength of 4. A Wsarrior
wearer +2 Toughness. Warrior may fire as many may only attack once per turn
arrows per turn as he has with the longbow.
Attacks.


*2/'
Barbarian and Dwarf Only  Barbarian, Elf and Wizard  Barbarian and Elf Only
*2/' *2/'

3(50$1(17 3(50$1(17 3(50$1(17

'81*(21522075($685(&$5' '81*(21522075($685(&$5' '81*(21522075($685(&$5'

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The Crossbow has a Strength
of 5 when attacking. A The Pistol Crossbow attacks
Warrior may only attack once with a Strength of 3. However
per turn with the crossbow. it fires three bolts at a time. There are enough arrows to
Once fired, it takes one turn to last for one adventure.
reload. The Pistol Crossbow
has a range of 5 squares.

 Dwarf and Wizard Only  Dwarf, Elf and Wizard 
*2/'
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*2/' *2/'

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This musket needs gunpowder and
There are 1D6 Fire Arrows in this shot to operate. It fires at a Strength of
quarrel. If an arrow hits a target it may 8, but with a -2 modifier to Ballistic
set it alight. Roll 1D6. On a score of Skill. The Warrior can fire one shot
4-6 the target is set on fire and takes There are enough crossbow every other turn as it takes a turn to
an extra 1D6 Wounds with no quarrels here to last for one reload. If the shot kills a Monster, it
modifiers for Toughness or armour. adventure. carries straight on into any monster
Roll for this damage each turn until standing directly behind it, at -1
the damage roll is a 1 or a 2, Strength for each monster killed.
whereupon the fire goes out.

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These boots grant the wearer +2
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VWDWXV
Movement permanently. In addition, if
the wearer ever has to roll to see if he
escapes a pit, etc. which opens up
The Holy Axe of Miska causes an extra
The Warrior who possesses the Apple underneath him, or to escape a trap, he
+1D3 damage with each hit. Because of
of the Kislev may add +1 to all of his may add +1 to the roll needed to be
its weight, however, the Warrior
Fear rolls, and +2 to all of his Terror made. This does not apply to the Orc
wielding it may not carry a shield
rolls. Warlord’s Lair when rolling to fall in the
spiked pit.


*2/'
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RI SXUH PDJLF DQG LFH E\ WKH 7]DULQD
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The Magic carpet may be rolled up and

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stored in a Warriors pack for later use.

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The Warrior wearing this armour has +3 Outside the dungeon, up to four Warriors
Toughness. In addition, whenever the Warrior may sit on the carpet and fly to the next
is a target of an Ice magic spell which deals Settlement. This subtracts -2 weeks from
him damage, roll 1D6. On a roll of 4+, the the travel time (minimum 1 week for a
damage caused is halved (before being Any Monsters attacking a Warrior
village). In addition, if any hazards call
modified). In combat, whenever a Monster rolls
for the Warriors to make alterations to wearing the Veil of Distraction are
a natural 6 To Hit, roll 2D6. If a double 1 is
rolled the armour has shattered, and is now their journey, due to a cliff, mountain, at -1 To Hit. This does not affect
worthless. forest, etc, then they may ignore it, and Undead or Daemons.
fly over the obstacles.


*2/'
Barbarian and Dwarf Only  Wizard Only 
*2/' *2/'

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In the Movement phase, a Warrior with the
rope may use it to climb up it and disappear VWDQGLQJWKHUHKLPVHOI OLJKW
into the ether. While at the top of the rope he
may not contribute to any battles that occur or
With the telescope, the Warriors may
give items to other Warriors. Nor may he attack scout out a safe route to the next The Ring of Light can be used
Monsters or be attacked by Monsters. In any of Settlement, but only during the day. If a as an alternative light source if
his subsequent turns, he may climb back down hazard occurs which they would rather
the rope, appearing anywhere on the board ignore, then they may do just that - they
a Warrior wishes to split away
section in which he disappeared. He may then saw the danger ahead with the telescope from the rest of the group and
attack any adjacent Monsters. If he does not
climb down before all the other Warriors leave
and took an alternative route - roll again adventure on his own.
the board he is considered dead.
for a different hazard. They must keep
this new one though.

 Barbarian and Elf Only  


*2/' *2/' *2/'

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This scroll may be used just after an JDWHV 'HSHQGLQJ RQ WKH FKDUDFWHU RI WKH GHDG
The Greater Cloak of Commitment is worn as WKH MRXUQH\ WR WKH JDWHV FDQ WDNH PRPHQWV RU
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enemy spell caster has cast a spell, but
soon as this card is cho sen. However, as soon as it
is donned, the Warrior feels a sense of
before any damage is dealt. A white bolt
commitment, hence the name of the cloak. From of fire shoots from the scroll and strikes If the Warrior is reduced to 0 Wounds, they are
now on, he is determined to rid the dungeon of all the spell caster. He is covered in a holy sent to the flat lands of the One God to be healed.
danger. If there is a choice between fighting, or white fire, screaming in agony. Rol l 1D6 Remove the model from the table immediately and
the possibility of a fight, or not, then the Warrior for the remainder of the next turn. At the
will always choose the option will result in a fight.
for the number of 1D6 Strength hits he
beginning of the turn thereafter the Warrior may
Since he is so committed though, he gains +1 on takes (using 1 damage dice). If he is still return to the game on the same board section as
all of his To Hit rolls. The cloak may be removed, alive, the spell he had cast takes effect. the leader , fully healed back to his Starting
although once it is put on, it cannot be removed Otherwise, with his death, the spell is Wounds score and cured of any diseases he may
for the rest of an adventure. have had.
dispelled.


*2/'
 Wizard Only 
*2/' *2/'

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ZDWHUSURRI PDWHULDO ZKLFKKDV
The Tome of the Way allows the EHHQPDJLFDOO\HQFKDQWHG
bearer to have additional spells The wielder of this sword gains
available during the adventure. As A Warrior with these boots can +1D6 damage dice, but strikes at -
soon as this card is drawn, randomly walk over water at double his 1 To Hit due to the heaviness of
draw two spells from the appropriate normal Movement characteristic. this stone weapon. Because it is
deck. These spells are now available double handed, the wielder cannot
for the Wizard to cast as long as he use a shield at the same time.
has the tome.

 Wizard Only   Barbarian and Dwarf Only


*2/' *2/' *2/'

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5DWVEDQH 5DW 6OD\HU LPEXHV EHDUHU LQ D VKLHOG RI SXUH
LWV ZLHOGHU ZLWK H[WUD VSHHG LQ OLJKW
The Spear of Holding iis a Strength 4 weapon and may be

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thrown in combat just like a normal missile weapon, using
the Warrior’s Ballistic Skill. If the spear is thrown in a line
perpendicular to the wall and it hits a Monster in its way, the
Monster takes damage as usual, but is also pinned to the
wall. While held, a Monster may not Move, but may still
cast spells and attack adjacent Warriors. A Warrior cannot
The Ring of Light can be used
be pinned by a Monster held by the spear. At the start of The wielder of Rat Slayer as an alternative light source if
each turn the Monster will try and get free. Roll 1D6 and
add the Monsters Strength. If the result is greater than or
receives +1 Weapon Skill and +1 a Warrior wishes to split away
equal to 10, the Monster has succeeded in freeing himself Initiative against Skaven.
and may have his turn as normal. Otherwise he is pinned for from the rest of the group and
another turn. An adjacent Warrior may take back the spear
when the Monster is dead. If the Warrior missed his throw, adventure on his own.
then he may retrieve the spear once all the Monsters in the
room have been killed.

 Barbarian, Dwarf and Elf  


*2/' *2/' *2/'

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There is 1D6 Rockblast here. Any amount of Rockblast may be
thown using the Warriors Ballistic Skill. When thrown,
The Ebony Staff allows the user to use an
DXUD DURXQG DQ\ ZKR SRVVHVV
nominate a squ are to throw it in - this can be an empty square, or
one occupied by a model (friend of foe). If the Rockblast hits, roll
item of equipment more times than its

LW
1D6 for each one. On a score of 2 -6, the Rockblast explodes,
causing 1D6 damage with no modifiers for every Rockblast limitations. For example, an item that
thrown. The surr ounding eight squares all take 1D3 damage
with no modifiers for each Rockblast thrown. If the roll was a 1, can be used only once per adventure can
then the Rockblast has not exploded. It bounces to the next
square behind the target. If this square is a wall, then treat it as if
now be used another time. An item, such
it exploded on t he target. If the square is occupied, the Rockblast as a potion, which can only be used once, The Warrior carrying the
hits the new target - roll for the effect as above. If the square is
can be kept and used again. The staff can
empty, the Rockblast bounces one more square, before
exploding. If the Rockblast explodes on a Warrior who has only be used once per adventure itself,
Talisman is immune to all
possession of some other Rockblast, they too will explode,
causing damage as stated above. and only on an item of treasure which the Greater Daemons causing terror.
bearer possesses.

*
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 Wizard Only 
*2/' *2/'

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IRXQG WKLV VWU DQJH WRRWK LQ WKH IRUHVW VRPH SXUHVWVLOYHUDQGVKDSHGLQWRDQRXWVWUHWFKHG H\HVJORZLQJZLWKDQHHULHUHGJORZ
WLPH DJR DQG EHFDPH DZDUH RI LWV PDJLFDO KDQG:KLWHIODPHVOHDSIURPWKHWLSVRIWKH
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Whoever receives this item immediately suffers
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from its power. The Warrior must lose 1D6
ZHDUHU ZLWK VXSHUQDWXUDO SRZHU PDNLQJ
Wounds, only modified for Toughness. Each
KLP XWWHUO\ IH DUOHVV DQG FDSDEOH RI
Once per adventure, the Warrior may call upon time the holder is required to make a Fear or
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the power of the tooth to instil fear into a group Terror test the amulet draws on his strength.

monsters must not cause )HDU or 7HUURU


of Monsters on the same baord section. The Subtract a further 1D6 Wounds modified only
The Hand of Glory makes the Warrior partially for Toughness. If at any time the Warrior fails
themselves, and must be normal sized. They immune to Fear and Terror. Whenever he needs to take any damage, the amulet will teleport
must immediately take a Break test. If they fail, to make a test, roll 1D6. On a roll of 1 or 2 the itself to a random Warrior in the group, who
the monsters flee - remove the models from the Hand works the opposite way, instilling fear immediately takes Wounds as described above.
board. Otherwise, the power of the tooth is into the Warrior instead. For this combat, the The amulet cannot be dropped at all, as it has
drained and cannot be used again. The Warrior must subtract -2 from all of To Hit power over the Warrior. Only when each
Warriors receive no Gold for any Monsters that rolls, and add +2 to any spell costs. Warrior has possessed it at least once will it

  
flee. crumble to dust and be blown away.

Wizard Only
*2/' *2/' *2/'

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:DUULRU FRD[HV LW RYHU DQG WDNHV LW DV KLV
NLQJGRP IRU LWV VSHFLDOO\ RZQ
A Wizard may use the Alchemy Kit on an item of

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equipment that he in an attempt to transform the object
into gold. If he chooses to do so, roll 1D6. On a score
of 1, the Wizard obviously has no knowledge of such This card can only be drawn in the Wilderness
procedures and the potions are wasted. Otherwise, the or in a Settlement. If it is drawn anywhere else
item is magically turned to Gold. If the Wizard takes
which is not suitable, discard it and draw
this item to a Settlement, they will give him the items
Gold value multiplied by:
There is 1 Sausage here which another card. The Horse can carry all of the
the Warrior can cut up into Warriors gear between dungeons, reducing the
Village Town City Seaport Norse travel time by 2 weeks (minimum 1 week for
Seaport 1D6 slices (minimum 2). Each Village). The Horse increases living expenses
½ 1 2 1½ 1½
slice cures 2 Wounds. by 2 Gold per day. Upon departure from a
Settlement roll 1D6. On a roll of 1 the Horse
If the Alchemist Warrior is travelling in the party, he has been stolen.
may take this from any other Warrior who receives it

  
and keep it as his own.

Wizard Only Barbarian, Elf and Wizard


*2/' *2/' *2/'

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WKH:DUULRUILQGVQRWKLQJRI :DUULRU IDLOV WR ILQG DQ\ DQ\WUHDVXUH
LQWHUHVW WUHDVXUH
The Warrior has found no
The Warrior has found no The Warrior has found no Treasure.
Treasure. Treasure.


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The Warrior has found no The Warrior has found no The Warrior has found no
Treasure. Treasure. . Treasure.

  
*2/' *2/' *2/'

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'81*(21522075($685(&$5'

127+,1*
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127+,1* 127+,1*
7KH :DUULRUV VHDUFK \LHOGV 1RWKLQJRIDQ\YDOXHLVIRXQG 7KLV WLPH LW ORRNV OLNH WKH
QRUHVXOWV E\WKH:DUULRU :DUULRUKDVIRXQGQRWKLQJ

The Warrior has found no The Warrior has found no The Warrior has found no
Treasure. Treasure. Treasure.

  
*2/' *2/' *2/'

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,Q DQ ROG FRDW WKH :DUULRU $IWHU D ORQJ VHDUFK WKH 7KH :DUULRU ILQGV D SLOH RI
GLVFRYHUV D VPDOO SRXFK RI :DUULRU ILQGV D OHDWKHU JROG XQGHUQHDWK RQH RI WKH
JROG SRXFK LQ WKH FRUQHU RI WKH GHDGERGLHV
URRP,WFRQWDLQVJROGSLHFHV
The Warrior has found 1D6 x The Warrior has found 1D6 x
5 Gold. The Warrior has found 1D6 x 20 Gold.
10 Gold.

'[ '[ '[


*2/' *2/' *2/'

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PDWWUHVVWKH:DUULRUILQGVD FRUQHU RI WKH URRP LWV KDQG URRPDOHUWVWKH:DUULRUWRD
VPDOOER[+LGGHQLQVLGHLVD FOHQFKHG WLJKW 7KH :DUULRU SLOH RI JROG KLGGHQ
KDQGIXORIJROG SUL]HVRSHQLVKDQGDQGJUDEV XQGHUQHDWKVRPHVWUDZ
WKHJROGLWZDVKROGLQJ
The Warrior has found (1D6 x The Warrior has found 2D6 x
10 x Battle-Level) Gold. The Warrior has found 2D6 x 50 Gold.
20 Gold.

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FREZHEV EXW WKDW GRHVQ¶W VFRUHV WKH :DUULRU D FRXSOH FRPSDUWPHQW LQ WKH ZDOO RI
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ILQGLQJDKRDUGRIJROGLQWKH DPRXQWRIJROG
PLGVWRIWKHFREZHEV The Warrior has found 1D6
Gold. The Warrior has found 1D6 x
The Warrior has found 3D6 x 100 Gold.
20 Gold.

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If a Warrior is firing a missile weapon
There are 1D6 bottles of Dwarf Rum here.
ZLWKPDJLFDOWH[WVLQODLGLQJROG
himself, he can prop up the pavise in
front of him. It protects him from the If a Warrior drinks a bottle of this rum, his
intestinal rumblings and gurglings leave an
gives him the ,JQRUH %ORZV 3+ skill
enemy’s missile attacks. In effect, it
odious mist surrounding him. Any models
The Warrior with the Scimitar of Dakisir
adjacent to the Warrior except for Undead,
against missile attacks or spells aimed strikes with +2 to his Strength in
Daemons and followers of Nurgle will be
directly at him, only spells that have a overcome with the vile stench and suffer -1 combat. In addition, roll 1D6. On a roll
physical form (eg. Brain Bursta). to hit any other model. A Warrior may of 3-6 the scimitar causes an additional 1
However, due to its size, the Warrior drink as many bottles as he wants - each Wound damage. Keep repeating t his
may not use the pavise in the same turn until the dice scores either 1 or 2.

 * 
one subtracts -1 from the to hit modifier.
as he moved.
Barbarian, Dwarf and Elf Dwarf only
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To represent the scarifying effect of
the mask, any Monsters (not Undead The Warrior receives +2 Toughness
of 7UDQVIRUPDWLRQ (rules in the Norse
The amulet gives the Warrior the special ability or Chaos) attacking the Warrior in similar to a Warhelm while wearing
hand-to-hand combat lose their first this helm. In addition, due to the
Bestiary). However, the Warrior will change
into a Black Bear (rules in the Animal attack against him as they are hideous face sculpted onto the front
Bestiary). At the end of the combat he will unnerved by the sight of the mask. If of the helm any Monster attacking
revert to normal. Fortunately the Warrior can the Monster only has 1 Attack the Warrior for the first time in a
sense the change and removes his armour
beforehand.
however, he suffers a -1 penalty to combat will be at -1 to hit him.
hit instead.

  
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The Warrior may smear the poison
in this phial onto an edged weapon Once per combat, just after the
before combat. The first Monster Monsters have been placed, but after
If the Warrior rolls a 6 to hit while wounded by the Warrior will suffer any Ambush attacks, the Warrior may
using the Mace of Might the Mace use the stiletto to make one attack an
the effects of the poison. It is slow
strikes with a Strength of 10. adjacent Monster. If the attack hits
acting, so the Monster loses 1D3
and does damage, the Stiletto’s poison
unmodified Wounds at the end of
causes the victim to lose 1D6 + Battle
each turn until he is dead. Level unmodified Wounds.

  


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GXQJHRQ In the wilderness, the compass will
The Warrior may throw the Sphere of always point true. Therefore the
Alchemy at a Monster on the same board The Warrior can use the prism to refract the Warrior will never become lost -
section at any time during his turn. Use the powers of magic away from enemy ignore any events stating this and
Warrior’s Ballistic Skill to determine if he spellcasters. Whenever a Monster intends
hits. If the sphere hits, it detonates, causing
treat them as an Uneventful Week.
to cast a spell, roll 1D6. On a roll of 5-6 the
1D6 unmodified Wounds to the target and prism has successfully refracted the winds
each model adjacent to it. If the sphere of magic away from the spellcaster and he
misses randomly determine a square that it does not cast his spell. Make this roll before
hits and calculate the same damage as each spell that is cast by a Monster.


above.

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RI/XFFLQL IRXQGHU RI /XFFLQL 7KH JHP FRQWDLQV 0\UPLGLD RQ /XFFLQL¶V DFURSROLV
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The short sword is magical and allows

7KHVKLHOGEHDUVWKHVXQV\PERORI
the Warrior to ignore any armour

WKHZDUJRGGHVV
bonuses from magical armour. Also, if The ring sings out an inspiring battle cry
the armour contains special rules (eg. exhorting people to uphold their ancient
Arcane Armour of Destruction ) the honour. If the spell in the ring is cast in a
sword will ignore them. Settlement, the citizens of the Settlement In combat, the shield dazzles
will rally to the Warrior’s aid. If the Monsters in combat with the
Warrior is involved in any event which Warrior, making them subtract -1
he wants to ignore he may use the ring to from their to hit rolls. T also gives
ignore the event.

  


+1 Toughness to the Warrior

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The map actually tells the quickest
route to get to Norsca. If the
The map actually tells the quickest Warriors journey to Norsca they
A swig from the gourd at the start of route to get to Araby. If the Warriors take ½ of the actual time stated.
the Warriors’ Phase increases the journey to Araby they take ½ of the
Warriors Strength by +1D6 for the actual time stated.
remainder of the turn. There is
enough ‘Lustrian Wine’ in the
gourd for the Warrior to have 1D6

  
swigs.

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The map indicates the quickest route
to get to Cathay. If the Warriors The map indicates the quickest route The map indicates the quickest route
journey to Cathay they take ½ of the to get to Tilea. If the Warriors to get to Lustria. If the Warriors
actual time stated. journey to Tilea they take ½ of the journey to Lustria they take ½ of the
actual time stated. actual time stated.


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The map indicates the quickest route
The map indicates the quickest route to get to Nehekhara. If the Warriors The map indicates the quickest route
to get to Nippon. If the Warriors journey to Nehekhara they take ½ of to get to Kislev. If the Warriors
journey to Nippon they take ½ of the actual time stated. journey to Kislev they take ½ of the
the actual time stated. actual time stated.

  
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UHDGDEOH
The map indicates the quickest route The map indicates the quickest route
The map indicates the quickest route to get to Bretonnia. If the Warriors to get to The Old World. If the
to get to Estalia. If the Warriors journey to Bretonnia they take ½ of Warriors journey to The Old World
journey to Estalia they take ½ of the the actual time stated. from another land it will take ½ of
actual time stated. the actual time stated.

  
*2/' *2/' *2/'

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