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Magic Items: Union Command Presents

This document provides rules for using magic items in battles with the No Quarter miniatures wargame. It presents sample magic item cards for weapons, armor, shields, potions and banners that provide unique bonuses and abilities. The summary provides guidelines for magic item use, such as only allowing one magic item per individual or leader model and purchasing items as part of an army's overall point value. Players can agree to additional "magic item bonuses" worth a portion of their army's points to purchase items.

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JRS
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0% found this document useful (0 votes)
91 views15 pages

Magic Items: Union Command Presents

This document provides rules for using magic items in battles with the No Quarter miniatures wargame. It presents sample magic item cards for weapons, armor, shields, potions and banners that provide unique bonuses and abilities. The summary provides guidelines for magic item use, such as only allowing one magic item per individual or leader model and purchasing items as part of an army's overall point value. Players can agree to additional "magic item bonuses" worth a portion of their army's points to purchase items.

Uploaded by

JRS
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Union Command Presents

MAGIC
ITEMS
A Supplement For No Quarter by Matt Lyon

The Fantasy Battles Miniatures Wargame

Magic Items in Genayria


Genayria is swathed in magical energies and filled with
creatures whose powers extend beyond the mundane.
Small wonder then that there is high demand for the services of those who can manipulate these energies. Most
magic users are content to use magic as a means to an
end, creating fireballs from thin air, strengthening the
weak, creating walls of air, etc. But these are all temporary uses quickly abandoned once the desired effect is
achieved. A small percentage of magic users however are
dedicated to making magic that lasts by imprinting it onto
or into everyday items. Most are dismal failures, some
few are successful but are never-the-less mundane (such
as Master Thangorims ever-burn candles). Those items
of war which are imbued with magic are highly sought
after and jealously guarded. As a result only the most
powerful creatures and wealthiest nobles are likely to own
even minimally magical items. Truly potent items are
likely only to be found in the hands of mighty kings or the
most ruthless warlords.

Magic Item use in No Quarter


The magic items presented on the following pages are
experimental and should only be used if both players
agree to it. To use them, simply print out, cut and fold
each card, then glue both halves together. For added
strength, print onto cardstock or glue onto Bristol board
before folding.
Magic Items are divided into the following types: Weapons, Armour, Shields, Items, Potions and Banners. Banners may only be purchased to replace the Army Banner,
not individual unit banners.
Each player may have one set of magic items. While players may have the same magic items as their opponents,
they may not have more than one of each magic item in
their force (ie each player may have a model armed with
The Jealous Blade but may not have more than one Jealous Blade within their own force).
Magic items are extremely rare and as such may only be
carried by Individuals or Leaders. Named Characters may
not be equipped with Magic Items. Each Individual or
Leader may only be armed with one magic item regardless of cost unless players agree otherwise. In this case,
models may not carry more than one magic item of each
type (ie only one weapon card, only one armour card,
etc).
Magic Items are purchased as part of the overall cost of
the army. Alternatively, players may agree to a magic
items bonus, a set number of points to be spent over and
above the total points value of the army. Players taking
this option are recommended to limit this budget to 1020% of the total army value (ie 200-400 points for magic
items for a 2000 point army.

Most of the items listed function in a fairly straightforward


manner and act immediately. Unless otherwise stated,
players are not required to use magic items (ie items
which dispel magic do not need to employed against the
first spell cast against that character unless the owning
player so chooses). If needed, players may wish to employ markers or pointers of some sort to remind themselves about the status of certain items. Magic Items with
a single use should be put to one side after being expended to avoid confusion.
On occasion, certain magic items may come into contact
with other magic items which have an apparently contradictory or otherwise confusing effect. Players are reminded to use common sense whenever possible. Carefully re-read the cards description and consider the order
of actions. If problems still arise, each player should declare their interpretation and roll a dice. The opinion of the
player who scores lowest will be taken as granted in this
instance and applied. If a similar problem arises in a future game, roll off again. Alternatively, roll off as above
but note down the point of contention and discuss it after
the game. Create a house rule based on your conclusions
for future use.
If you have any comments about the items presented
here or suggestions for additional magic items, post your
ideas on the No Quarter Message Board (http://
pub46.ezboard.com/fwargameschatfrm3)

Sword of Fury
This ancient blade has been
used in over a hundred battles
and is filled with the rage and
bloodlust of war. A model
equipped with the Sword of
Fury may make one additional
attack with no AC deduction.

One Free Attack


UC4 ST+1

10 Points
Armour of Resistance
Finely crafted armour designed
to withstand far more punishment than one would expect.
This armour functions exactly
as normal with an AR4 but if
the save is failed, a second roll
may be made at AR3 but ignoring AM and PM modifiers.

AR 4 and AR 3
Unmodified

10 Points

Sword of the Berserk

Once drawn from it's scabbard,


the bearer of this weapon is
slowly driven mad with bloodlust. A model carrying the
Sword of the Berserk is assumed to automatically pass
any CO test. Additionally, it
MUST follow up if it is able
to do so.

Auto Pass CO tests


MUST follow-up UC4 ST+1

20 Points

Helm of Volkan

Forged in the depths of a


volcano, this helm thirsts for
flame! Any heat-based attacks (including magic spells,
template attacks, weapons or
explosives) against a model
carrying this item are resolved at AR 8 unmodified.

AR 4 (AR8 vs fire)

15 Points

Screaming Blade
This weapon resonates
with the screams of those
it has slain. A warrior
armed with Screaming
Blade causes fear[0] as described in the abilities section of the NQ rulebook.

UC 4 ST+1 Fear [0]

Armour of Fortune

Thrice blessed by priests and


anointed with sacred oils, the
wearer of this armour is
guarded by divine protection. A model equipped with
this armour may re-roll a
failed save, even on a natural
10. The second roll stands,
even if it is worse.

AR 5 +Re-roll

20 Points

Axe of Power

11 Points
Armour of Defiance

Used by the barbarian warlord


Khonan, this weapon is designed for slaughter. Any target struck by this weapon will
take 2 wounds damage and suffer a PM -2. A target with only
one wound is slain and the second wound is wasted.

20 Points

UC 4 ST+1 PM -2
2 wounds

Finely crafted armour inscribed with runes of protection and endurance. This armour functions exactly as normal with an AR5 but if the save
is failed, a second roll may be
made at AR4 but ignoring AM
and PM modifiers.

AR 5 and
AR 4 Unmodified

15 Points

Strength Potion

This magical twine is sewn


into the clothes of it's owner
on the eve of battle. They
are tied into the fabric of the
universe and as such allow
their bearer limited control
of his fate. Any failed saving
throw may be re-rolled. The
second roll stands.

Threads of Fate

Re-roll any failed save

Brewed from foul mixture of


potent roots and Ogre blood,
this potion grants immense
physical power to whoever
drinks it. The potion may be
drunk at a cost of 1AC and confers a ST+3 (up to a maximum
of 10) bonus until the model's
next activation.

UC 2 ST+3
for one turn

Shield of Warding

25 Points

Shattered Arrow

Emblazoned with sigils of the


four winds, this shield protects
it's bearer from missile weapons (even cannons!). Against
hand weapons the shield counts
as AR +1 per normal. Against
missile weapons, the model
counts as AR 10.
Normal modifiers apply.

10 Points

A magical arrow made of glass.


Once fired from it's bow, it
shatters in mid-air and each
shard becomes a new arrow.
After nominating a target and
checking range, roll D5x3 to
determine the number of
shards. Roll for each to hit as
normal. Discard after use.

AR 10 vs missile weapons

15 Points

D5x3 arrows ST 4 PM -1
Use once then discard

15 Points

Mobius Amulet
Bestowing upon it's bearer
limited clairvoyance, the
Mobius Amulet is a powerful charm. Once per game, a
model wearing the amulet
may re-roll a single failed
dice roll and either add or
subtract 1 from/to it.

Blade of Shatokk

UC3 PM-1 AC-2

A dagger who's hilt is shaped


like a cobra, the Blade of Shatokk carries the crippling properties of it's likeness. Any
model wounded by this weapon
will lose 2AC for the rest of
the game. The effective is cumulative. A model reduced to
0AC is killed regardless of
remaining wounds.

Re-roll +1/-1

Ring of Talos

20 Points

Sword of the Master

This deceptively plain ring is a


potent defense against magic.
Any spell cast against the
wearer of this ring (and any
unit he is with) will be cancelled on a D10 score of 4 or
less. This will only work once
per game turn however, so a
second or subsequent spell will
effect the wearer as normal.

15 Points

A remarkably light weapon


that seems to move on it's
own when used in combat,
actively deflecting otherwise
lethal blows. The wielder of
this sword may automatically
parry one attack per combat
round made against it, including weapons which hit automatically.

Cancels magic on 1-4

15 Points

UC 4 ST+1 Auto Parry

10 Points

Sacred Blade

Like the beast for which it is


named, this weapon drains the
very life from it's victims. Any
model wounded by the Vampyre Blade will also suffer ST-1
for the rest of the game. The
effect is cumulative. A model
reduced to ST 0 is killed regardless of remaining wounds.

Vampyre Blade

UC4 ST+1 Victim's

The Sacred Blade was forged


to drive back the Living
Dead. Any Living Dead
model hit by this weapon
receives 2 wounds automatically. No save is granted
even for ethereal creatures.
Against live opponents, the
sword has no special powers.

UC 4 ST+1 2 wounds
no save vs. Living Dead

Banishment Scroll

20 Points

Armour of the Sun

Inscribed in the ancient language


of Mal'Ek, the Banishment Scroll
is one of the best magic defenses.
Only a magic using model may
carry this item. It will automatically nullify any spell cast against
it or any unit it accompanies. It
may alternatively be used cancel
any template effect spell within
LOS. One use only.

30 Points

Golden armour polished to an


unmatched level of brilliance.
A warrior equipped with this
armour is hard to fight, owing
to the blinding reflections it
makes. Any model fighting the
wearer of the Armour of the
Sun suffers a CC-2 penalty for
the duration of the combat.

Automatic dispel One use


only Magic Users Only

30 Points

AR 5 Enemy CC-2

20 Points

Sceptre of Power

Forged over magically cold


fires, the Arctic Blade chills
the blood of those it cuts. Any
model wounded by the Arctic
Blade will also suffer T-1 for
the rest of the game. The effect
is cumulative. A model reduced
to T 0 is killed regardless of
wounds remaining.

Arctic Blade

UC4 ST+1 Victim's


T-1 if wounded

This magic rod was imbued


with great energies in times
long past. One acquainted with
the ways of magic can exploit
them. A magic using model
equipped with the Sceptre of
Power may cast one spell per
activation with no difficulty
test required. UC cost per spell
as normal
Auto Spell casting UC cost as normal Magic Users only

20 Points

Crown of Khane

30 Points
Circlet of Mesmos

Khane was a warrior king who


swore he would strike back at
those who slew him. His crown
was thus filled with his need for
vengeance. If a model wearing the
Crown of Khane is killed, the
jewels on the crown will shatter.
Place a 2" template centered over
the casualty. Any model under the
template will be hit at ST5 PM-1.

10 Points

2" blast ST5 PM-1 upon


death of wearer

This silver band features a large


opal in it's centre. Anyone who
looks directly at it will become
mesmerized. A model wishing to
attack the wearer of the Circlet of
Mesmos must pass a CO test otherwise they will become transfixed.
Any blows struck against transfixed
enemies will hit automatically. The
target makes a new test each time it
is activated to see if it can break the
spell. If it passes, the circlet no
longer has any effect on it.

20 Points

Blade of Fools
A weapon that steals the very
wits from it's victims as surely
as it draws their blood. Any
model wounded (but not
killed) by the Blade of Fools
will become CONFUSED as
described in the traits section
of the NQ rulebook on a D10
roll of 8+.

UC 4 ST+1 Victim
becomes CONFUSED

Axe of Cruelty

The Axe of Cruelty seems to


pulsate with malice. Any hits
scored in combat with this
weapon count as two hits and
two rolls to wound are made
separately. If the first wound
kills the opponent, the second
hit is wasted.

UC4 ST+1 PM -1
hits x2

Blade of Deception

15 Points

Scroll of Destruction

Forged of irons drawn from a


meteorite, the uncanny sharpness
of this weapon is beyond belief.
Any model struck by this
weapon receives no saving throw.
If the target wears magical armour, it receives the base saving
throw but discounts any nonmagical elements (such as shields
and barding).

30 Points

The Scroll of Destruction is deadly to


magic users. Only a magic using model
may carry this item. It will automatically nullify any spell cast against it or
any unit it accompanies. It may alternatively be used cancel any template
effect spell within LOS. Additionally,
the caster of the defeated spell must
take a CO test. If they fail, that spell
is erased from their mind and cannot
be cast again this game.

UC4 ST+1 No save vs.


Non-magic Armour

20 Points

Magic User Only


One Use Only

50 Points

The Serpent's Tongue

Ahkla was a deadly assassin.


His expertise at dispatching
opponents was magically transferred to his trusty dagger upon
his death. A model armed with
the Blade of Ahkla may re-roll
any missed attacks once. The
second roll stands.

Blade of Ahkla

UC3 PM -1
re-roll misses

A curved dagger that strikes like


lightning, the Serpent's Tongue
is almost impossible to defend
against. Any model armed with
the Serpent's Tongue hits automatically in combat, no roll to
hit is necessary, simply proceed
to wound rolls and saving
throws (if applicable).

UC 3 PM-1
Hits Automatically

Nightmare Blade

20 Points

Nectar of Life

This weapon resonates with the


screams of those it has slain
and ghostly faces reflect in it's
blade A warrior armed with the
Nightmare Blade causes fear[2]
as well as gaining the Unwavering ability as described in the
abilities section of the NQ
rulebook

30 Points

This pungent broth is empowered with the very spark of life


itself. A model carrying the
Nectar of Life may drink
from it at any time except
when engaged in combat. Once
drunk, this potion restores all
wounds to the model (up to
their original maximum).

UC 4 ST+1 Fear [2]


becomes Unwavering

30 Points

UC2 Restores Lost


wounds Use once, then
discard

30 Points

Shield of Reflection

This weighty tome resonates with


otherworldly energies and contains
almost everything known of magic
in Genayria. The carrier of the Codex may cast one additional spell
per turn from ANY spell group
(UC as normal). However, before
attempting to cast, a test must be
made. On a roll of 9 or 10, the book
vanishes and the model takes one
wound automatically with no save.

Codex of Ur

45 Points

UC 4 ST+1
victim becomes Skeleton

Crushed bones were used in the


forging of this foul weapon. Only
a Living Dead character may carry
this weapon. Any model with 1
wound that is killed by this
weapon is automatically turned
into a Skeleton (see Living Dead
Army List). It may be joined to an
existing unit or form a new unit
around the holder of the Scimitar.

Scimitar of the Liche

40 Points

Magic Users Only

Polished with quicksilver, this


shield has a mirror-like finish
that confounds magic. Against
hand weapons the shield counts
as AR+1 per normal. Against
magic attacks the shield will
nullify the spell on a roll of 5
or less. Against template-using
magic, the spell is not cancelled
but is automatically deflected
2D10" in a random direction.

30 Points
Amulet of Resurrection
Intoned with dark sorcery, this
amulet grants limited immortality
to it's wearer. If a model wearing
the amulet is reduced to 0 wounds,
it is not killed but is immediately
moved back to it's table edge and
restored to full wounds. The
Amulet of Resurrection only
works once per game.

Restores All Wounds


Use then Discard

30 Points

The Crystal Skull

Blade of Fangs

Heavily serrated and dipped in a


poison that never runs dry, the
Blade of Fangs is one of the deadliest weapons ever forged. Any
model sustaining a wound from the
Blade of Fangs that fails it's saving
throw receives D5 wounds. All
wounds are directed against a single
target, so if the target is killed the
excess wounds are wasted.

UC 4 ST+1
inflicts D5 wounds

A mysterious object of unknown


origin, the Crystal Skull shimmers with ghostly light. A magic
user carrying the Crystal Skull
may attempt to cast one spell per
activation for 0UC and at difficulty +2 (to a maximum of 9).
Each time the Crystal Skull is
used roll a D10. On a roll of 9 or
10 it is exhausted and crumbles to
dust.

Magic Users Only

50 Points

50 Points

UC 4 ST+1 D5 hits

This weapon seems to thrash


about with a life of it's own and
only the most skilled warrior can
wield it. If a model armed with
this weapon scores a hit in combat
it becomes D5 hits. Roll to wound
for each separately. Any CC bonuses or penalties apply. All extra
hits must be directed against a
single enemy. If it is killed, excess
hits are lost.

Sword of the Hydra

30 Points
The Jealous Blade
Narcissism incarnate, this sword
cannot tolerate the presence of
other magic items. If a model
armed with the Jealous Blade is
in combat with another model
carrying a magic item, the enemy model must pass a test each
time it takes a wound. On a D10
score of 1-3 the enemy model's
magic item is destroyed.

UC 4 ST+1 Destroys
Magic Items on roll of 1-3

50 Points

Made of highly polished volcanic glass, the Obsidian Talisman protects it's carrier for all
manner of harm. Any attacks
made against this model will
suffer a penalty (CC-1 for close
combat, RA-1 for missiles). Additionally, any magic spell cast
against the holder of this item
will be nullified on a roll of 1-3

Obsidian Talisman

Auto Kills

This weapon is death incarnate. Few


may even touch it without being
horribly crippled or even killed.
Those few the Reaper permits to
carry it are virtually unstoppable.
Any model wounded by the Reaper
is killed automatically, regardless
of number of wounds. Normal saving throws apply. Magic armour
only counts its AR value against
this weapon.

The Reaper

80 Points

UC 4 ST+1 Leeches Magic

This weapon feeds on other magic weapons


as a Vampire does the living. Any model
carrying a magic weapon that is in combat
with a model armed with this weapon and
is wounded must take a test. On a score of
1-3 it becomes a normal weapon of it's
type. The model carrying the Thieving
Blade may now use that weapon's power.
Only one test is made per combat. Weapons whose powers cannot be used by the
model carrying the Thieving Blade are still
rendered inert. If the model enters another
combat with a magic weapon bearing
model, the first power is lost and replaced
by the newly leeched power.

Thieving Blade

75 Points

CC-1/RA-1 Dispels on 1-3

50 Points
Spell Swallower
To the ordinary eye, this shield is
blank. To the eyes of a magic user, this
shield is a vicious maw, constantly
hungry. In combat, this shield confers
the usual AR+1. Any magic cast against
a model armed with the Spell Swallower will be automatically dispelled.
Additionally, the enemy magic user
must pass a CO test. If he fails, the
spell is erased from his mind and may
not be cast again for the remainder of
the game

Auto Dispel Spell


destroyed if CO test failed

50 Points

Sword of the Slayer

Imbued with furious retribution,


the Hammer of Justice smites all
who oppose it's wielder. Any model
hit by the Hammer of Justice is
wounded automatically. Normal
Saving throws do not apply and
magical armour is counted for it's
AR value only, any additional magical properties are discounted.

Hammer of Justice

50 Points

Auto Cast one Random Spell

This magical jewel holds tremendous energies within itself. Before


the game begins, a model carrying
Malakia's Pendant takes one spell
card at random from any magic
deck available to that army. The
spell within Malakia's Pendant
may be cast at any time for 0AC
and no difficulty test is required.
Once cast the Pendant is drained,
discard this item and the spell card.

Malakia's Pendant

75 Points

UC 4 ST+1 Auto Wounds


No Saves for
Non-magical armour

The weapon of heroes of legend, this


sword has slain demons, dragons and
all manner of unspeakable horrors. If
a model armed with the Sword of the
Slayer is attacking a LARGE (or
VERY LARGE) target, the model
gains an additional ST+2 and causes
D5 wounds with PM-2. The model
also becomes Unwavering as described in the NQ rulebook.

UC 4 ST+1 (ST+3 PM-2


D5 wounds vs Large Targets)

75 Points
Banner of Slaughter
This banner radiates savagery.
Any model or unit engaged in
combat with a unit carrying the
Banner of Slaughter will suffer an
additional D5 wounds automatically. The wounds are distributed
randomly throughout the targeted
unit. No save is permitted for
normal armour but magic armour
works as usual.

Additional D5 wounds in
combat with no saves

100 Points

Scroll of Odun
The silvery ink inscribing this scroll
is almost impossible to read for all
but the magically inclined. Once per
game, the carrier of the Scroll of
Odun may read it, unleashing a Lightning Bolt spell (see Light Magic in
the NQ rulebook). The spell is cast
automatically and needs no difficulty
test. Magic Users only. Discard after
use.

Auto Cast Lightning Bolt


One use Only
Magic Users Only

Dragon Standard

This totem is shaped in the likeness of a mighty dragon. When a


unit carrying this standard is activated it may cast a FIREBALL,
with the effects and properties of
the spell listed in the Fire Aspect
in the Magic section of the NQ
rulebook. The spell costs UC0
and requires no difficulty test.

Auto Cast FIREBALL


when activated

Wand of Storms

75 Points

Banner of Fortitude

The Wand of Storms can command


the very heavens themselves, causing
great winds to howl, and hail to fall
from skies that were clear but moments before. When activated, the
Wand of Storms prevents ALL models with the FLYING trait from
doing so and they are limited to
ground movement only until the
model carrying the wand is slain or
until that model's next activation.

50 Points

A unit carrying this standard


is filled with a sense of duty
and martial pride. They would
rather die than flee the field
in disgrace. Any unit bearing
the Banner of Fortitude becomes Unwavering as described in the abilities section
of the NQ rulebook.

UC 6 Denies FLYING

75 Points

Unit Becomes Unwavering

100 Points

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