This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Daemons of Khorne. These may be used in addition to the magic weapons found in the Warhammer rulebook.
Magic Weapons
The wielder receives +1 Attack for each enemy model he is in base contact with, to a maximum of +3 Attacks.
The Firestorm Blade gives the wielder the Flaming Attacks special rule and allows them to re-roll failed rolls To Wound.
Every time a model with this weapon causes an unsaved Wound, the enemy model must pass a Toughness test or suffer an additional Wound with no saves allowed.
The wielder of this weapon always Hits enemy characters on a 2+.
The wielder of this weapon may re-roll failed rolls To Wound and get the Multiple Wounds (D3) special rule against Monsters.
Attacks made with the Blade of Blood are resolved at +1 Strength and have the Killing Blow special rule.
This weapon makes the model's Killing Blow special rule take effect on a 5+.
If a model with this special rule suffers an unsaved Wound against this weapon, that model is subject to the Always Strikes Last special rule for the remainder of the close combat phase.
Magic Armour
Medium armour. Magic weapons carried by enemy models lose all their magical abilities whilst the bearer remains in contact with the Daemon.
Light armour. The wearer gains a Ward Save (6+) against non-magical attacks.
Talismans
One use only. The Bloody Shackle may be used at the start of any phase. Until the end of that turn, the wearer gains the Regeneration (4+) special rule.
The bearer regains 1 Wound lost earlier during the game each time they slay an enemy character in close combat.
Enchanted Items
One use only. Keep a tally of the number of models slain by the bearer in close combat during the game. At the start of any of your Magic phases, you may choose to use the Bloodstone. When you do so, you may summon a unit of Bloodletters equal in size to the number of models slain by the bearer anywhere within 12", facing in a direction of your choice. This unit does not have any upgrades, and do not award any Victory Points.
The bearer and any unit they join may re-roll 1's To Hit in close combat. In addition, they may re-roll 1's To Wound in close combat during turns that they charge.
Each close combat phase that the bearer inflicts 3 or more unsaved Wounds, they gain +D3 to their close combat resolution.
For each To Hit roll of 6 they make in close combat, the wearer gets to make an additional Attack. These additional attacks do not generate further attacks.
Magic Standards
The unit adds D3" to its charge move.
The unit carrying the Skull Totem gain +1 to its Movement when they make March moves and do not need to test to be able to March due to nearby enemies.