This section contains the rules for some of the most iconic and powerful magical artefacts used by the Hobgoblins. These may be used in addition to the magic items found in the Warhammer rulebook.
Magic Weapons
Spear. All attacks made with this weapon has the Lightning Attacks special rule. On the round that the wielder of the Lightning Spear charges, for each successful Wound made with this weapon the spear strikes the model behind the hit model with an attack at -1 Strength. If this attack wounds, then the model behind the second wounded model is struck with an attack at an additional -1 Strength. This will continue until you fail to wound a model.
Great weapon. All attacks made with this weapon have the Killing Blow and gnores Armour Saves special rule.
Bow. This weapon gives the wielder the Sniper special rule. Any model hit by the Black Bow must re-roll successful armour saves.
All attacks made with this weapon are considered to be made at 1 Strength higher than the target’s Toughness. This also affects armour saves.
This weapon gives the wielder Poisoned Attacks. In addition, any enemy model in base contact with the wielder at the end of the close combat phase must pass a Toughness test or suffer a single Wound which Ignores Armour save. However, the wielder must roll a D6 at the start of each of their turns. On a roll of 1 they suffer a Wound which Ignores Armour saves.
Polearm. This weapon gives the wielder +2 Attacks. However, if a 1 is rolled To Hit, the hit is resolved against the wielder rather than the opponent.
Attacks made with this weapon have the Strength Bonus (1) and Armour Piercing (1) special rules, and their effects are doubled on turns during which the wielder successfully charges an enemy in the flank or rear.
Magic Armour
The Helm gives the bearer a 6+ armour save and the Fear special rule. If the model already causes Fear, it now causes Terror. In addition, enemies must re-roll successful To Hit roll against the wearer in close combat.
Medium armour. Once each turn, at any time during the turn, including before or after moving, the wearer of the Armour of the Wind Fortress may be placed anywhere within 6" of their initial position. The model may be placed facing any direction at its new location. This ability may not be used to enter or leave combat.
Shield. Enemy models attempting to strike the bearer in close combat suffer a -1 penalty to their Weapon Skill and Strength.
Light armour. The wearer of this armour gains +1 to their Toughness.
Shield. Enemy models suffer a Strength 4 hit with the Poisoned Attacks and Killing Blow special rules for each To Hit roll of 1 against the bearer in close combat.
These gauntlets give the bearer a 6+ armour save and the Devastating Charge special rule.
Talismans
The bearer of Lucky’s Paw may re-roll failed Armour and Ward saves.
All enemies targeting the wearer in close combat suffer -D3 to their Attacks.
The Wyrdstone Crown grants the wearer a 4+ Ward Save. If the result is a 1 when rolling the save, the bearer suffers a permanent -1 penalty to his Leadership.
The wearer of this amulet gains Ward Save (5+) after suffering their first Wound. This has no effect against Attacks that would instantly kill the wearer.
The wearer gains a Ward Save (3+) against missile attacks with a Strength of 4 or lower.
Arcane Items
The bearer of this Orb can remove 1 of the enemy's Power dice and add it to their own Dispel dice pool.
The bearer may re-roll failed channelling rolls.
The wearer of the Cloak of Sorcery gains +1 Power Dice. In addition, there is no limit on the maximum amount of dice they are allowed to use to cast spells.
Whenever the Wizard carrying this item successfully dispels a spell, they may immediately attempt to channel Dispel Dice equal to the number of dice used to cast the spell (including any bonus dice used).
At the end of each Magic phase the wielder can choose to save 1 unused Power or Dispel dice and use in the next turn.
One use only. The wizard can reroll a single dice when casting or dispelling a spell.
Enchanted Items
The model carrying the Evershifting Map and one unit they must be assigned to can deploy as Scouts.
The model carrying this item gains the Frenzy special rule. They can never lose their Frenzy, and gain +D3 Attacks rather than just 1.
One use only. This item can be used in the enemy's Charge sub-phase. When used, all enemy units within charge range of the bearer must pass a Leadership test or be forced to declare charge against them.
At the start of the game, roll a D6 and consult the following chart to determine what the item retrieved for that battle actually does:
D6 | Result |
1 | Worthless Scrap: The item does nothing. |
2 | Red Gem: The item grants the bearer Flaming Attacks and Immunity (Flaming Attacks) special rule. |
3 | Protective Amulet: The item grants a Ward save (6+). |
4 | Obsidian Bracelet: The item grants the Magic Resistance (2) special rule. |
5 | Trollbone Torc: The item grants the Regeneration (4+) special rule. |
6 | Daemon Skull: The item grants the bearer +1 Strength, a Ward save (5+) and the Magical Attacks special rule. |
On any turn that the model equipped with the Hidden Sheath enters a challenge, they get to make one extra round of attacks against their opponent before all other attacks are made.
The wearer ignores all To Hit penalties with missile weapons.
One use only. This item may be used whenever the bearer and any unit they are with fails a Treacherous Gits test. Roll a D6; on a 2+ they pass the Treacherous Gits test.
Magic Standards
The unit carrying this standard gains +D3 to its combat resolution. In addition, all Hobgoblins within 12" of this banner may re-roll failed Treacherous Gits tests.
One use only. The banner may be activated at the start of any of your turns. For the remainder of the turn, all models in the unit gains the Ethereal special rule.
All enemy units within 8" of this standard suffer -1 to their Leadership.
A unit carrying this magic standard has the Hatred and Fear special rules.
All enemy units within charge range of this unit at the start of their Compulsory Moves sub-phase must pass a Leadership test or be forced to declare a charge against it. This has no effect on models with Immunity (Psychology).
The unit carrying this standard gains the Devastating Charge special rule.
The unit carrying this standard gains a Ward Save (4+) against all missile attacks with Strength 4 or less.
All mounts in a unit carrying this banner gain +1 to their Strength.
The unit carrying this standard may add +D6" to their charge range.
The unit carrying this standard may re-roll its Flee distance (before your opponent rolls their Charge/Pursuit distance).