Relics

Heroes (and only heroes) can purchase Relics to replace their mundane equipment. It must be noted that the hero must first be equipped with equipment of that type before purchasing a magical variant of it – thus, to carry a magical spear, a mundane spear must be purchased first for 10 points.

A Hero may be equipped with a single Relic. Each Relic has a cost which is added to the cost of the basic item. For example, a Great Weapon may be upgraded to a Magical Great Weapon, but you must first pay the 10 points for that Great Weapon first. A model may carry a second Hand Weapon, and both weapons are considered part of a magical set.

Relics Cost Description
The Black Blade 40 Great Weapon. Add +3 DAM..
Blade of Flashing Silver 40 Hand Weapon. Grants +2 AP that can be used in Melee Combat Only.
Armour of Aegis 40 Heavy Armour. Does not suffer MOV or DEF penalties. +1 ARM. 
Vorpal Blade 35 Hand Weapon. Ignores armour. Target of the attack always rolls at their base value.
The Bow of Morning 35 Longbow. Does not need to reload. 
The Judge 35 Hand Weapon. Opponent cannot drop dice when rolling to Soak damage.
Blade of Might 30 Hand Weapon. Add +2 DAM..
Elven Chain 30 Medium Armour. Does not suffer MOV or DEF penalties. 
Sword of Heroes 30 Hand Weapon. Add +2 to ATT.
Enchanted Shield 30 Shield. Adds +1 ARM. 
Vengeance Blade 25 Great Weapon. Grants user the Agile Riposte Perk.
Horde-Piercer 20 Hand Weapon. Grants +1 ATT and +1 DAM for each model engaged with the user.
Wizard’s Blade 15 Hand Weapon. Stores a single spell that can be cast as if the user is a wizard.
Valiant Defender 15 Hand Weapon. User can always perform an Interrupt without spending an AP.
Battle Blade 15 Hand Weapon. Add +1 to ATT.
Plate Cleaver 15 Hand Weapon. Add +1 DAM.
Berserker’s Blade 15 Great Weapon. Grants the user the Executioner Perk.
Spear of Swiftness 15 Spear. Allows the user to Charge once per turn without spending any AP.
Sword of Flashing Steel 10 Hand Weapon. Grants +1 AP that can be used in Melee Combat Only.
True-Striking Blade 10 Hand Weapon. Reroll 1s on Attacks. Can only reroll once per attack.
Flesh Biter 5 Hand Weapon. Opponent loses 1 die when rolling to Soak damage.
The Executioner 5 Great Weapon. Models removed with this weapon to not place an Incapacitation Token.
Frostbrand 5 Hand Weapon. Models wounded by this weapon also lose 1 AP on their following turn.

The Black Blade – This Great Weapon is made of a black iron, and radiates cold. When this weapon is equipped, the Hero may add +3 to their Damage (DAM) value.

Sword of Flashing Silver – The Blade of Flashing Silver is a Hand Weapon forged of a miraculously light metal that maintains a razor sharp edge. This sword grants +2 Action Points (AP) that can be used in Melee Combat Only.

Armour of Aegis – This is a sturdy suit of full plate. It is etched with ancient runes and imbued with great power. A model wearing this suit of armour suffers no penalty to their Movement (MOV) and Defense (DEF) attributes, and also adds +1 to their Armour (ARM) value.

Vorpal Blade – Snicker-Snack! This Hand Weapon ignores armour. The target of an attack made with a Vorpal Blade rolls their Armour (ARM) at its base value.

The Bow of Morning – This longbow was designed by elves during the first revolt against the fey. A model armed with this weapon does not need to spend an Action Point (AP) to reload the weapon after it has been fired.

The Judge – The weapon is a favourite for those settling scores in combat trials. This Hand Weapon makes it so a bearer’s opponent cannot drop dice when rolling to negate Wounds with an Armour (ARM) Roll.

Blade of Might – The blade of might is etched with ancient runes that allows the wielder to strike with legendary force. This Hand Weapon adds +2 to the wielder’s Damage (DAM) value.

Elven Chain – This chainmail armour is thin and light, made by some forgotten mages long ago. A model wearing this suit of armour counts as though they are wearing a medium suit of armour, though the wearer suffers none of the penalties associated with wearing medium armour.

Sword of Heroes – This weapon was forged during an age when great heroes protected lands. This Hand Weapon adds +2 to the wielder’s Attack (ATT) attribute.

Enchanted Shield – This majestic shield is forged by dwarves in an age long past, This shield functions not only as a defensive item, but as a piece of armour as well, granting the bearer +1 Armour (ARM) as well.

Vengeance Blade – This weapon is imbued with the spirit of a vengeful demon. This Great Weapon grants the bearer the Agile Riposte Perk.

Horde-Piercer – The most one faces down with this blade, the more powerful it becomes. This Hand Weapon grants the wielder +1 to their Attack (ATT) attribute and Damage (DAM) value for each model engaged with the user.

Wizard’s Blade – In ancient days, wizards used these as a foci for their spells, and some still retain their power. This Hand Weapon stores a single spell that can be cast as if the user has the Mage perk.

Valiant Defender – This weapon always seems to sense danger and know when to strike. This Hand Weapon allows the bearer to perform an Interrupt without spending an Action Point (AP) once per turn.

Battle Blade – A common enough weapon, it is imbued with some minor magics that allow for better balance and design. This Hand Weapon allows the wielder to add +1 to their Attack (ATT) attribute.

Plate Cleaver – An exceptionally heavy but well forged blade. This Hand Weapon grants the bearer +1 Damage (DAM).

Berserker’s Blade – Those wielding these weapons fight as a man looking for death. This Great Weapon grants the user the Executioner Perk.

Spear of Swiftness – These Spears were created long ago to aid scouts when traversing vast swaths of land. Using this Spear allows the user to Charge once per turn without spending any Action Points (AP).

Sword of Flashing Steel – The lesser cousin of the silver blade, the Sword of Flashing Steel is still a formidable weapon. It is a Hand Weapon that grants the bearer +1 Action Point (AP) that can be used in Melee Combat only.

True-Striking Blade – This blade unerringly strikes where your opponent is most vulnerable. This Hand Weapon reroll 1s on Attacks. You can only only reroll a die once, and you must accept the second result.

Flesh Biter – A vicious looking Hand Weapon. When the bearer uses this weapon, their opponent loses 1 die when rolling to negate Wounds with an Armour (ARM) roll.

The Executioner – This massive weapon leaves it’s victims mangled beyond recognition. This Great Weapon gives the wielder the ability to negate the opponent’s models from placing an Incapacitation Token. Models removed with this weapon do not place an Incapacitation Token, and are completely removed from the game.

Frostbrand – This blade freezes anything it touches. It is a Hand Weapon, and when the bearer of this weapon sounds an enemy model, that model loses 1 Action Point (AP) on their following turn.

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