Magic item categories
Skaven

Magic Weapons

Fellblade

Warlord only.
This foul sword gives the bearer Strength 10 and the Multiple Wounds (D6) special rule, and successful ward saves taken against wounds inflicted by the bearer in close combat must be re- rolled. Roll a D6 at the end of each of the wielder's turns; on a 3+ there is no effect. On a roll of 1-2 the wielder suffers 1 wound with no armour save allowed.

Blade of Corruption

The wielder of this sword always wounds on at least a 3+, regardless of the enemy's Toughness. For each wound suffered (after saves), the enemy model must pass a Toughness test or suffer an additional Wound, with no saves allowed.

Dwarf Slayer

All attacks made with this weapon are resolved at +1 Strength and have the Multiple Wounds (2) special rule. Against all models from Warhammer: Dwarfs, all hits have the Armour Piercing (1) special rule and the wielder may re-roll all failed rolls To Wound.

Magic Armour

Rust Armour

Medium armour.
The first time the wearer is wounded by a Strength high enough to completely cancel his armour save, or is not permitted an armour save for any reason, the Wound is discounted, but the armour is completely destroyed.

Talismans

Warpstone Amulet

The Amulet confers to the bearer the Ward save (4+) special rule. At the end of each of your turns, roll a D6. On the result of 1, the character succumbs to the mutating power of the warpstone and suffers a Wound with no saves allowed.

Arcane Items

Warpscroll

One use only. Bound spell (power lever 6). The Warpscroll contains a direct damage spell with a range of 24". It inflicts a Strength 3 Hit on all models in the unit. If the unit suffers any casualties from the spell, they must also take a Panic test.

Enchanted Items

Skalm

One use only. Skalm can be used at the beginning of any phase in either player’s turn. The bearer recovers all Wounds suffered up to that point in the battle.

Skavenbrew

One use only. At the start of the game, a character carrying Skavenbrew can force a single unit of Clanrats or Stormvermin in base contact to guzzle the vile liquid. Skavenbrew only affects the unit, but no character models would be so unwise as to drink the potion. Roll a D6 and consult the table below:
1 Gone Bad. The unit takes D6 Strength 3
automatic hits with the Ignores Armour save special rule. The Skavenbrew has no additional effect.
2-3 Inspired Hatred. The unit is subject to Hatred.
4-5 Frenzied. The unit is subject to Frenzy.
6 Rabid. The unit's metabolism is driven hyperactive, ramping up to a feverish pitch. The unit is subject to both Frenzy and Hatred. At the start of Skaven player's subsequent turns, the unit will take D6 automatic wounds as some of the ratmen collapse, hearts or brains bursting with fury.