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Version: 0.9 (draft)

Magic Items


During a campaign, your warband may obtain magical items that your fighters can bear in battle, typically by exploring districts or by stealing them from enemy fighters.

Each magical item is unique — only one of each exists in the entire campaign. If you roll to determine which magical item you've found and the result is an item in another warband's possession, re-roll until you obtain one that isn't.

When you obtain a magical item, you may select a fighter to equip it or store it in your warband stash. A fighter can only ever be equipped with one magical item, and should they be taken out of action, you must roll a d6 at the end of the battle. On a 4+, it has been stolen by the opposing warband.

Finally, magical items are highly sought after (and bringing them to the trading post would cause a riot). They cannot be sold, and for each magical item in your warband’s possession, you must increase your reputation by 5.

Cleansing the city​

Instead of keeping a magical item, Witch Hunter and Sisters of Sigmar warbands can deposit the item to The Rock (or to the temple of Sigmar) to increase their Favour by 3. Remove the magical item from the warband. Should another warband roll to obtain the same item again, they must re-roll until they obtain another item.

Magical Items​


1: The Phylactery of Cassandora​

They say Cassandora never stopped dreaming of the day she would die, and that she sealed each memory in her phylactery. Wearers struck down vanish in a flash of white light, only to reappear unharmed moments later.

Cannot be equipped by Vampires or Daemons. Once per battle, when the bearer would be taken out of action, roll a dice. On a 4+, the bearer is not taken out of action, and any damage points that remain to be allocated to the bearer are discarded. In addition, the bearer cannot be allocated damage points until the end of the battle round.

2: The Scepter of Count Steinhardt​

This gilded and grotesque scepter enforced count Steinhardt's rule long before anyone dared to ask what he worshipped in the cellars beneath his palace.

Counts as a Master-Wrought Club. If a melee attack action made by the bearer scores any critical hits, roll a dice. On a 4+, allocate 5 additional damage points to the target.

3: The Skitterflute​

Carved from something better left unnamed, this bone pipe reeks of the sewers, yet its notes carry a soundless tune that the vermin cannot resist.

Once per battle, the bearer may use the Gnawdoom magical ability without spending the ability dice to do so. Treat the ability value as 6.

4) The Rope of Pieter​

Twisted from shreds of old state banners, this rope stirs as though it has a will of its own, lengthening and coiling tight again at a whispered word.

Counts as a Rope and Hook. Do not count the distance moved vertically for the first move action the bearer makes each battle round.

5) Von Adelbrecht’s Compass​

A cracked shard of wyrdstone suspended in a rusted frame. It seems to guide the bearer toward concentrations of lingering spirits.

When the bearer is selected to explore a district, you may roll one additional exploration dice.

6) Grimoire of the Howling Choir​

This grimoire is bound in scorched skin, and holds no spells but the sound of that fateful night when the comet struck. Open it, and the city screams again.

The bearer can open or close the grimoire as a free action. While opened, no fighter within 6” of the bearer (including the bearer) can use reactions or abilities.