This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Cult of Ulric. These may be used in addition to the magic items found in the Warhammer rulebook.
Magic Weapons
Polearm. Models Hit in the turn the wielder charges may not attack that turn.
On a to hit roll of 6, this weapon automatically Wounds with the Ignores Armour Saves special rule.
Magic Armour
Heavy armour. Attacks against the wearer in close combat suffer a -1 Strength penalty. In addition, the wearer gains Immunity (Lore of Light).
6+ armour save. The wearer can take a Leadership test at the start of every Close Combat phase. If passed, they gain +1 Strength for the duration of that phase.
Talismans
The gains +1 Weapon Skill and a Ward Save (5+).
The wearer gains the Ice Attacks, Immunity (Flaming Attacks) and Ward Save (5+) special rules.
The wearer gains a Ward Save (6+) and the Magic Resistance (1) special rule. All Beastmen treat the wearer as causing Fear.
Priest of Ulric only. The Shard adds +1 to the score of every dice rolled when making a Dispel attempt. If the Dispel attempt was successful the Shard is destroyed, shattered by the magic it absorbs, but otherwise it can be retained and used again.
Priest of Ulric only. One use only. The Wolfshead Emblem may be used at the start of any Magic Phase. One used, the Wolfshead add +1 free Dispel dice to all Dispel attempts made this turn.
Enchanted Items
Priest of Ulric only. The bearer may add the current rank bonus of the unit he accompanies to the Power level of his Prayers.
Neither the unit that carries the Bane of the Craven nor any unit they charge may ever voluntarily flee as a charge reaction.
Priest of Ulric only. One use only. Before using a Prayer, the bearer may declare he is using this item. Every double rolled (except 1's and 6's) when he is casting his Prayers this Magic phase counts as having a 6 for the purpose of Ultimate Power.
Priest of Ulric only. The bearer can cast the same Prayer twice in each Magic phase.
The wearer gains +1 to Hit in close combat.
The character and any unit they are with can roll one additional dice when pursuing fleeing enemies, and discard the lowest roll.
The wearer may re-roll one failed to wound roll in each Close Combat phase.
Magic Standards
When the unit carrying this banner takes a Break Test, they count as having lost the combat by D3 fewer points than they really did. If this reduces the margin of the loss to 0 or lower, they still count as having lost the combat but test on their unmodified Leadership.
Knights Panther only. The unit carrying this standard gains Magic Resistance (3).
Knights of the White Wolf, Inner Circle Knights of the White Wolf or Winter Wolf Knights only. The unit carrying this standard causes Fear. When charging, they cause Terror.
All missile fire against the unit (including magic missiles) suffers a -1 penalty to its Strength. Other types of attack, including spells that are not magic missiles, are unaffected.
The carrying this banner gains the Immunity (Terror) special rule.