This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Cathayans. These may be used in addition to the magic items found in the Warhammer rulebook.
Magic Weapons
The wielder of this weapon gains +1 Strength and the Regeneration (5+) special rule.
Repeater crossbow. This weapon has a range of 24", Strength 3 and the Multiple Shots (6) special rule.
Bow. This weapon has a range of 30", Strength 4, Armour Piercing (3), Multiple Shots (3) and Volley Fire special rules.
Spear. The wielder of this weapon gains the Ignores Armour Saves special rule.
The wielder of this weapon always Wounds on 2+.
Polearm. All enemy attacks against the wielder of this weapon suffer -1 To Hit in close combat.
The wielder of this weapon gains +1 Strength and the Armour Piercing (1) special rule.
The wielder of this weapon gains +1 Strength and +1 Attack. However, any unit joined by them cannot use their Leadership.
The wielder of this weapon gains the Armour Piercing (2) and Poisoned Attacks special rules.
The wielder of this weapon gains +1 To Hit and the Flaming Attacks special rule.
Magic Armour
Medium armour. The wearer of this armour gains the Always Strikes First special rule.
Medium armour. The wearer of this armour gains the Natural Armour (3+) and Strider special rules.
Shield. If the bearer of this shield has not moved in their last turn, they and any unit they have joined gain a 6+ armour save against all attacks to the unit's front.
Heavy armour. The wearer of this armour is immune to penalties to any of their characteristics and automatically passes all characteristics tests.
Shield. Every time the bearer of this shield makes a successful Parry save, they may immediately make an additional Attack back against the model that struck the blow.
Talismans
Bound Spell (power level 3). This item contains the Wall of Wind & Fire spell from the Lore of Yang. In addition, the bearer gain a Ward Save (6+) against missile attacks.
The wearer of this item gains a Ward Save (6+) and the Magic Resistance (1) special rule.
The bearer of this item gains a Ward Save (6+). In addition, all models that successfully Hits them in close combat immediately suffer a Strength 3 Hit.
The bearer of this item gains the Magic Resistance (2) special rule. In addition, they may re-roll any failed dispel attempts against spells directly targeting them or their unit.
Whenever the bearer kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the bearer recovers a single Wound lost earlier in the battle.
One use only. If the bearer of this item is killed, immediately roll a D6. On a 2+, they come back to life with 1 Wound remaining.
Arcane Items
The bearer can re-roll all of the dice rolled to cast or dispel a spell. This can effectively cancel a miscast result, and cause Ultimate Power or a miscast.
The bearer of this staff can choose to re-roll all the Winds of Magic dice each Magic phase.
The bearer of this item gains +1 to cast and dispel.
The bearer of this item may re-roll failed channelling attempts.
One use only. The Maw Shard may be used in any of your Magic phases. Once used, any double (except double 1's) rolled when the bearer casts spells counts towards Ultimate Power this turn.
Enchanted Items
Bound Spell (power level 5). This item contains the Transmutation of Lead spell (see the Lore of Metal).
Bound Spell (power level 5). This item contains the Ancestral Warriors spell (see the Lore of Yin).
The bearer can use this item in the Shooting phase. Choose one enemy unit with the Fly special rule within 12" that is not in close combat; they suffer D6 Strength 4 automatic Hits.
The bearer of this item and unit they join gains the Strength Bonus (1) special rule in turns that they charge.
One use only. This item can be used in the Shooting phase. Place the small 3" template with the hole anywhere within 6". It scatters D3". Any model under the template suffer a Strength 4 hits with the Flaming Attacks and Ignores Armour Saves special rule.
All enemy models in base contact with the bearer of this item suffer a Strength 3 Hit with the Flaming Attacks special rule at the start of each close combat phase. Models with Immunity (Flaming Attacks) suffer a Strength 2 Hit.
The bearer of this item gives you +1 to choose which side of the table to deploy on, choosing the first turn and rolling for Ambushers to arrive.
Lord Magistrate or Magistrate only. The bearer allows any friendly unit to re-roll failed Leadership tests when using their Stratagems. In addition, enemy units within 12" must re-roll successful tests to march, redirect, restrain from pursuit and reform.
One use only. This item can be used at the start of any phase. The character gains the Natural Armour (3+) special rule until the end of the turn.
One use only. This item can be used at the start of any phase. The character gains +1 Strength and Attacks until the end of the turn.
Model on foot only. The bearer of this item gains the Scouts special rule.
One use only. This item can be used at the start of any phase. The character gains the Poisoned Attacks special rule until the end of the turn.
Magic Standards
The range of the Battle Standard Bearer's Hold Your Ground! ability is increased by 6". All friendly units within 18" gain the Immunity (Panic) special rule.
The unit carrying this banner gains a Ward Save (6+).
The unit carrying this banner gains +1 to their Leadership, and enemy units in base contact suffer -1 to their Leadership.
The unit carrying this banner gains the Immunity (Psychology) and Magical Attacks special rules.
The unit carrying this banner gains +1 to Hit with missile weapons.
Infantry only. The unit carrying this banner gains the Scouts special rule.
The unit carrying this banner gains +1 Weapon Skill.
The unit carrying this banner roll 3D6 for all Leadership tests and discard the highest result.
The unit carrying this banner may re-roll 1's when taking armour saves.
The unit carrying this banner only suffer half (rounding up) their normal Leadership penalty when taking Break tests and may re-roll failed Break tests.
The unit carrying this banner gains 6" to the range of their missile weapons.