This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Amazons. These may be used in addition to the magic items found in the Warhammer rulebook.
Magic Weapons
The Star Sword gives the wielder the Always Strikes First, Ignores Armour Saves, and Parry (6+) special rules.
Two hand weapons. Attacks made with the Arc Claws have the Lightning Attacks special rule, and the wielder may reroll any failed To Wound rolls in close combat.
All attacks made with the Hand of Rigg are resolved at Strength 8 and have the Always Strikes Last special rule.
Sunstaff. The Bright Staff has a range of 30" and the Multiple Shots (D6) special rule.
The wielder gains the Armour Piercing (1) special rule, and enemies attacking the wielder in close combat suffer -1 To Hit.
Spear. Attacks made with the Meteor Spear have the Flaming Attacks special rule. When charging, all attacks made with it have +1 Strength with the Armour Piercing (1) and Multiple Wounds (D3) special rules.
Sun Gauntlet. Shots from the Roar of Chotec have Strength 6. When firing the Roar of Chotec, you may choose to overcharge it, making the shot have Strength 7 and the Multiple Wounds (2) special rule. If you do so, on a To Hit roll of 1 the wielder suffers one automatic hit from the weapon, using the normal profile, even if you can reroll the initial To Hit roll of 1.
Bow. All shots from Skypiercer are resolved at Strength 5 with the Flaming Attacks special rule. The arrow penetrates ranks like a bolt thrower, but does not suffer any Strength penalties for each rank.
Great weapon. An opponent that suffers at least one unsaved wound from the Stunning Rod has the Always Strikes Last special rule in their next combat round. Models with Immunity (Lightning Attacks) are immune to the effect.
Magic Armour
Shield. All enemy units in base contact with the bearer are subject to the Always Strikes Last special rule.
Medium armour. For every spell successfully cast upon the bearer or the unit they are with, the Amazon player gains an additional Power Dice or Dispel dice to their current pool. Characters may wear this armour despite not being able to take normal medium armour.
Light armour. The wearer gains the Aquatic and Natural Armour (6+) special rule.
Talismans
Enemies must re-roll successful rolls To Hit in close combat and with missile weapons against the wearer. In addition, they gain the Ward Save (6+) special rule.
Model on foot only. The wearer gains Ethereal special rules, but cannot join any units.
For every Wound the wearer suffers, roll a D6. If this number is equal to or higher than the Strength of the Attack, the Wound is nullified.
The wearer has Magic Resistance (1) special rule. Additionally, models with the Daemonic, Undead and Vampiric special rules must reroll successful To Hit rolls made against the wearer in close combat.
The wearer gains Dodge (5+) special rule.
Any unit containing War Beasts, Monstrous Beasts, Monsters, Cavalry, Monstrous Cavalry and Chariots that wants to declare a charge at the character bearing this amulet or their unit must first pass a Leadership test. If failed, the unit may choose a different target for their charge or to not make a charge.
Arcane Items
Bound Spell, Power Level 4. The Bright Wand of Xoloc contains a magic missile with a range of 24" that is resolved like a hit from a bolt thrower with the Flaming Attacks special rule.
Bound Spell, Power Level 4. At the start of the game, roll a D6 to determine the number of the spell from the Lore of Light contained within the Locket – you may replace the rolled spell with Shem's Burning Gaze if you wish.
Bound Spell, Power Level 3. The Cobra Staff contains a magic missile with a range of 18" that causes 2D6 hits. These hits always Wound on a 4+ with the Armour Piercing (2) special rule.
The bearer may attempt to cast the same spell twice in each Magic phase if the first attempt was either unsuccessful or dispelled.
Enchanted Items
The Bearer of the Elixir of Life gains the Regeneration (6+) special rule, and automatically heals one Wound suffered earlier in the game at the start of each turn.
Models on foot only. The wearer has the Fly (10) and Impact Hits (1) special rules.
The bearer becomes a Level 1 Wizard who can use any of the eight Lores of Battle Magic. However, they do not get any bonus to casting or dispelling and cannot channel dice.
One use only. The brew may be drunk at any time. Roll a D6; this is the number of points the character may increase her characteristics by. She may freely divide them between several different characteristics if she wishes. The effects of the brew last until the start of the character’s next turn.
The bearer gains the Sniper special rule.
The bearer gains the Armour Piercing (1) and Poisoned Attacks special rules.
Enemy units deploying with the Scout special rule cannot be set up closer than 18" away from the bearer of this item.
All Skink units in base contact with the bearer are subject to the Always Strikes Last and Hatred special rules.
The bearer can reroll one failed To Wound roll in each of their combat phases.
Infantry or Cavalry only. The wearer gains the Ambushers special rule.
Optional Upgrade: Bound spell, power level 8. This is an augment spell with a range of 12". The target unit immediately makes a move with the Fly (10) special rule as if it were the Remaining Moves sub-phase.
Magic Standards
The range of the bearer’s Hold Your Ground! special rule is increased by 6". Additionally, the bearer of this standard and any unit accompanying them has the Strider special rule and are Stubborn in the first round of close combat.
The unit carrying the Jaguar Standard gain the Strength Bonus (1) special rule and take their Break Tests on 3D6, discarding the highest result.
The unit carrying this standard gains the Swiftstride special rule and may reroll any 1's for their Charge distance roll.
The unit carrying this standard gains the Killing Blow special rule.
The unit carrying this standard automatically passes Leadership tests to disengage from combat when using Guerrilla Tactics, and may choose to move normally in the Remaining Moves phase after rallying, even if they are not Skirmishers or Fast Cavalry.
If a friendly unit within 6" is destroyed or involuntarily flees, the unit carrying this standard may re-roll 1's when rolling To Hit and To Wound in their next close combat phase.