This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Kislevites. These may be used in addition to the magic items found in the Warhammer rulebook.
Magic Weapons
Requires Two Hands. The Holy Axe of Miska gives the wielder +2 Strength. In addition, it has the Multiple Wounds (D3) special rule.
All attacks made with the Wyrmspike have the Ice Attacks and Multiple Wounds (D3) special rules.
Polearm. The Frost Shard Glaive contains a Bound Spell, power level 4. This is a hex spell with a range of 18". The target unit suffer -D3 to their Movement (to a minimum of 1) until the start of the caster's next turn.
All attacks made with the Rime Blade have the Ice Attacks and the Armour Piercing (2) special rules.
All attacks made with Dazh's Brazier have the Flaming Attacks special rule. In addition, the wielder and any unit they are with gain the Regeneration (6+) special rule.
Boyar or Ataman only. Brace of pistols. All shots fired automatically Hit and may re-roll failed rolls to Wound with the Magical Attacks special rule.
All attacks made with this weapon have the Lightning Attacks special rule.
Two hand weapons. Attacks made with these weapons have the Armour Piercing (1) special rule. In addition, the wielder gains the Frenzy special rule.
Magic Armour
Medium armour. The Armour of Alexandr gives the wearer a Ward Save (5+). In addition, if an enemy with a Magic Weapon causes a Wound that is saved by either the wearer armour save or Ward save, roll a D6. On a 5+, the opponent's weapon is frozen and destroyed.
Ice Witches and Frost Maidens only. This armour gives the wearer a 1+ Armour Save, which cannot be improved by any means. The armour save never falls below 4+, even if the opponents Strength or magical weapon would reduce it to less. If the save ever fails the armour is destroyed. This armour may be taken by Wizards despite them not normally being able to take armour.
Medium armour. Enemies in base contact with the wielder are subject to the Always Strikes Last special rule. This has no effect on models with Immunity (Ice Attacks).
Shield. Every time the bearer suffers an unsaved Wound, roll a D6. On a 4+, the Wound is taken by a friendly model in base contact instead.
Medium armour. The bearer gains the Immunity (Ice Attacks) and Magic Resistance (2) special rule.
Medium armour. The wearer of the Wyrm Harness gains a Ward Save (6+).
The wearer of the Great Bear Belt gains the Natural Armour (5+) special rule.
Talismans
Enemies must re-roll all successful rolls to Wound against the wearer.
As long as they have not joined a unit, the wearer of the Blizzard Broach cannot be charged or targeted by missile attacks or spells from enemies more than 12" away.
For every unsaved Wound suffered by the bearer or the unit they are with, they gain +1 to their Leadership for the remainder of the turn.
The wearer of the Star-Iron Ring gains a 6+ Ward Save which may be re-rolled.
Arcane Items
The Sceptre of Shoika adds a Power and a Dispel dice to the Kislev army in every phase. Once per battle, the wizard can add +1 to a dice used for casting a spell. This can be used to cause Ultimate Power or prevent a Miscast.
One use only. Gastuva's Egg may be used at the start of any turn. Once used, the bearer and any unit they are with gain the Unbreakable special rule and cannot be harmed from any source, but they cannot move for any reason. The effect lasts until the start of your next turn.
The bearer of the Snowflake Pendant may re-roll 1's when casting spells.
Ice Witch or Frost Maiden only. Every time an enemy model causes an unsaved Wound on the bearer or any unit they are with, the enemy model suffers a Strength 3 Hit.
Enchanted Items
Boyar or Ataman only. The Apple of Kislev increases the Leadership of the owner to 10. In addition, the unit led by the character carrying the Apple can re-roll any Leadership test.
The bearer gains a Strength 4 Breath Weapon with the Flaming Attacks special rule.
The bearer of Saint Annushka's Finger Bone automatically regains one lost Wound at the start of each turn.
The bearer and any unit they are with gain +1 to their Weapon Skill.
Model on foot only. These boots increase the wearer's Movement value to 10 and give him the Strider special rule. In addition, he may move as if he had the Fly special rule.
One use only. The kvas may be distributed to one unit joined by the character with Yakov’s Kvas at the start of any turn. Roll a D6 and consult the chart below:
One use only. The Steppe Hunter's Horn may be sounded at the start of any phase. Once used, the bearer and any unit they are with gain the Multiple Wounds (D3) special rule for the remainder of the turn.
Magic Standards
The unit carrying this banner gains the Magical Attacks and Strength Bonus (1) special rules.
The unit carrying this banner gains the Immunity (Psychology) and Stubborn special rules once it is below Unit Strength 10. If the unit is already Stubborn, it becomes Unbreakable instead once it is below Unit Strength 10.
This standard gives the unit carrying it +1 to Hit in the first round of close combat.
Winged Lancers or Gryphon Legion only. Any unit charged by the unit carrying the back banners that chooses to Hold as a charge reaction must take a Panic test with a -1 Leadership modifier.
The unit carrying this banner gains the Strider special rule.
The unit carrying this banner gains the Vanguard special rule.