Professional Documents
Culture Documents
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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.
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Wizard Only
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The bearer of the Sword of Swift
Slaying may strike first in
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$PEXVK, roll 1D6. On a 6, the
combat. If Monsters have The Dagger of Sotek strikes with +1
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In hand-to-hand combat, when the Warrior
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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
WKLVGHDGO\EODGH
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.
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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
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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).
VSHHGRIDFREUD
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.
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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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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.
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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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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.
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Elf Only
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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.
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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.
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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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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
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There are 1D6 Mad Cap Mushrooms. A Warrior may eat one per turn. If
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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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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.
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.
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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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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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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.
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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/'
Strength Wounds.
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Wizard Only
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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.
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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
7KH 6WDII RI 9RODQV LV D SRWHQW 7KH VRXQG RI WKH +RUQ RI 7KH 7DOLVPDQ RI 8OULF UDGLDWHV
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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
*2/'
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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.
*2/'
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IURP WKH (YHUTXHHQ WR WKH WKH WLS RI WKH ZHDSRQ ELWLQJ WKH WKH DUPRXU RI WKH 'ZDUI +LJK
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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/'
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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.
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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.)
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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.
RIWKHS\UDPLGRI7HSHFLQ+H[RDWO RIWKHS\UDPLGRI;RORTLQ+H[RDWO
7KHVH DUH YHU\ SRWHQW JUXEV ZKLFK DEVRUE UDZ SRZHU
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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.
permanently.
$EODGHPDGHRIFRSSHUDQG 7KLV LV RQH RI WKH VDFUHG FOD\ SODTXHV 7KRVHZKRZLHOGWKH6ZRUG
LQODLG ZLWK JORZLQJ VLJLOV RI )RUWLWXGH DUH ILOOHG ZLWK
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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.
*2/'
Wizard Only Wizard Only
*2/' *2/'
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Barbarian, Wizard and Elf
*2/' *2/'
pursuing a Warrior who is close to death.
*2/'
Barbarian Only
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well…)
same time.
*2/'
Barbarian, Elf and Wizard Barbarian, Dwarf and Elf Barbarian Only
*2/' *2/'
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Barbarian and Dwarf Only Barbarian and Dwarf Only Barbarian and Dwarf Only
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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.
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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
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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/'
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Barbarian and Dwarf Only Barbarian, Elf and Wizard Barbarian and Elf Only
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These boots grant the wearer +2
WKHLUZDNH
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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.
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The Magic carpet may be rolled up and
ZHDUHU
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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Wizard Only
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720(2)7+(:$<
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7KH 7RPH RI WKH :D\JORZVZLWKD 7KH %RRWV RI :DWHU :DONLQJ 7KH +RO\ 6ZRUG RI 6WRQH LV D
JUHHQ HQHUJ\ ,W FUDFNOHV DQG VSLWV DUH PDGH IURP D VWUDQJH GRXEOH KDQGHG ZHDSRQ EHOLHYHG
DURXQGWKHSDJHVZKHQLWLVRSHQHG WREHFUDIWHGIURP*UDLO)LUH
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.
KLVDWWDFNVDJDLQVW6NDYHQ
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.
52&.%/$67 7+((%21<67$))
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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/'
flee. crumble to dust and be blown away.
Wizard Only
*2/' *2/' *2/'
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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.
'HVSLWH D WKRURXJK VHDUFK $IWHU D ORQJ VHDUFK WKH 7KH :DUULRU GRHV QRW ILQG
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.
*2/'
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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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127+,1*
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127+,1* 127+,1*
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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/'
,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.
'81*(21522075($685(&$5'
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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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VWRS WKH :DUULRU IURP RIJROGSLHFHV WKLVURRP,WFRQWDLQVDODUJH
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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'HVSDLUORQJVLQFHVDFNHGDQGUXLQHG
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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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DPRQJVW%HRUJ%HDUVWUXFN¶VWULEH,WLVVDLG IDFHRIGHDWK JURWHVTXH KHOPHW ZLWK D IHDUIXO
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KDYH WKH SRZHU WR FKDQJH LQWR D EHDVW DQG
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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 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.
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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.
7KLV IDGHG PDS LV ZULWWHQ RQ DQ 7KLV PDS LV ZULWWHQ RQ DQ ROG 7KLV PDS LV ZULWWHQ RQ DQ ROG
ROGVFUROO VFUROO ZLWK VWUDQJH ZULWLQJV VFUROOZLWKVWUDQJHSLFWRULDOJO\SKV
FRYHULQJLW DOORYHUWKHPDS
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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