The original Tools of Evil article has received the most feedback of any article I have written for Warhammer Quest. The items below have been written to expand the numbers of items currently available for villains. The original article contained more items than weapons, because monsters only ever have one weapon, but often have multiple magic items. This time I have written more magic weapons, because many monsters have magic weapons, yet not nearly as many carry items, so I found a great need for different magic weapons in adventures. In addition, the number of charts now allows neat D66 charts for both weapons and items, while armour can also make use of one, if each suit of armour occupies two places on the chart. These revised charts are included at the end of this article.
Magic Armour Chart III
Protected by dark enchantments woven into heat-formed stone, the wearer of this armour may completely ignore the first blow it takes each turn.
Only a blow that is both solid and true can pierce this armour. Any damage dice scoring 1s or 2s are ignored when calculating damage against the wearer of this armour.
An impenetrable suit of flaky stone, this armour is quickly worn away. The first 3 hits the wearer takes are ignored.
Shifting and moving in response to a blow, this armour has no gaps, and is always thickest where it is struck. Anyone striking the wearer of this armour rolls an extra 3 dice for damage and then discards the highest 3.
Dark plates made with consummate skill; the highest Damage Die rolled in any attack that hits this armour�s wearer is discarded.
Blows that strike this armour are deflected well away
from its wearer, ruining attack routines. A warrior who attacks the wearer
of this armour and misses may not attack again this turn.
Magic Item Chart V
With a quiet ringing, experienced fighters find their movements thwarted. All warriors adjacent to bearer are at �1 attack.
Seemingly at random, an invisible arc of force spins around the pendant�s wearer. Draw a Warrior Counter at the beginning of each turn. Nothing that warrior does can affect the Pendant�s bearer in any way.
Cold white rays of chaos magic shoot out from this item, chilling those struck. This item shoots at a random warrior each monster�s phase, with a BS of 4+. Any warrior struck may take no action until the next monster�s phase begins.
In the siphon�s presence, the only luck that can befall a party is ill. Any roll for power above 2 counts as 2 as long as the bearer of this item remains alive.
A cruel device, it punishes failure without mercy. Any warrior adjacent to the bearer of this device that rolls a 1 takes D3 damage with no deductions.
Black and lustreless, only the death of its master will
make this gem shine, and then it will shine with fury and be consumed.
The warrior who kills the bearer of this item takes D6 damage per Dungeon
Level of the current adventure.
Magic Item Chart VI
An angry red hue, this liquid contains potent magic. Bearer is at +3 Strength for their first turn.
The sash�s weave is so complex, it cannot be understood even on close examination. Wearer re-rolls first failed roll each turn.
They that while this potion makes the skin stony only briefly, it affects the heart forever. Bearer is Toughness +3 for the first turn of combat.
This utterly evil device robs the dead before they even fall to the floor. Each time another model is reduced 0 wounds and removed from the board, the wearer of this ring regains 2 lost wounds times the Dungeon Level.
Evil runes writhe upon the surface of this scroll. The monster carrying it will read it at the beginning of their first Monster�s Phase, striking a random warrior with a bolt of acid that inflicts 2D6 damage plus twice the Dungeon Level and ignores all armour.
Their heavy mail makes for light feet. Wearer gains +2
Initiative and Dodge 5+. If that model had Dodge already, make this roll
separately.
Magic Weapon Chart IV
As long as its master stands, this blade�s cuts will bleed. Until the end of combat, any model who has been struck by this weapon and wounded takes D6 Fatal Damage at the end of each turn.
Though edged like a sword, this weapon writhes like a monstrous thing entrapped. A model struck by this weapon loses the weapon they are currently holding. Lost weapons can be recovered at the end of combat.
Flying swiftly and then returning unerringly to its user, this hammer is clearly magical. This hammer gives its bearer a +2 Strength bonus in hand to hand combat. In addition, the hammer�s bearer can throw it to make a ranged attack, using their own Ballistic Skill and Strength to determine hits and damage. If this item is rolled for a monster with no Ballistic Skill, re-roll.
Whispering of hate, bile forever coats this blade. Wielder will always attack the same warrior if possible. Only warriors struck by this weapon may attacks its wielder.
None know if this sword aids its wielder in striking blows, or if it is he helping it. Wielder gains +1 to hit and +1 Attack.
A black head filled with lights, this mace strikes with
the cold of the void. Any model struck by this weapon receives a �1 on
all their rolls during their next turn. This effect is not cumulative.
Magic Weapon Chart V
None this weapon has struck have proven truly fearless. A warrior struck by this weapon may not attack its wielder during their next turn.
Simply carved runes and savage adornments make a poor spear a strong one. Wielder gains Fights in Ranks and gets +1 to hit.
A column of fire erupts wherever this weapon strikes, spreading with dark intent. Wearer gets +1 Damage Die. Any warriors adjacent to a warrior struck take 2D6 damage.
The rage from this blade is an unnatural thing, forced into the heart of its bearer. Wielder gains Frenzy 5+.
What should have been grazing blows twist and grow deep when struck by this sword. Wielder may re-roll each missed attack once per turn. If the second roll hits it does +1D6 damage.
A blur in its owner�s hands, this weapon�s shape is difficult
to see. At the end of the Monster�s Phase, the wielder of this scimitar
may make an additional attack for each attack that struck a warrior earlier
in the turn.
Magic Weapon Chart VI
These rare blades slowly pull the life of any struck into their wielder. At the end of the turn, any warrior struck by this weapon, even in a previous turn, loses 1 point of Strength, while the wielder of the sword gains the stolen Strength. Warriors regain all Strength when the Soul Drinker�s wielder is slain. Warriors reduced to Strength 0 are slain.
If the wielder of this sword is killed, it will leap at the warriors to avenge him. The sword attacks at the wielder did, and has Toughness 5, 1 wound, move 4, Dodge 3+ and Magic Resistance 3+. The sword will animate at the beginning of the Monster�s phase after its wielder was killed.
Heavy and straight forward, this cleaver-like weapon bears a suspicious blue stain on its blade. The wielder of this weapon doubles their Damage Dice and then discards the lowest half of them when rolling damage. Hits from this weapon cause Poison.
Made from a single enormous daemon bone, this bow towers over its holder. The bearer of this weapon can make ranged attacks, and should be placed accordingly. This weapon uses its owners Ballistic Skill to hit, but does not add his Strength to any hits. Instead, the wielders Damage Dice are doubled when using this bow. If this item is rolled for a monster with no Ballistic Skill, re-roll.
Ghostly and freezing cold, this weapon flies straight through its target, never to be seen again. When the wielder of this weapon is placed, they throw the javelin immediately, as if they had Ambush, Magic A. The Spectral Javelin automatically hits a random warrior. That warrior loses all but D6 wounds. The Javelin�s wearer will then attack with a sword.
Covered with writhing sigils, the terribly barbed darts this weapon shoots bury deep into flesh as if obeying some malevolent will. The bearer of this weapon can make ranged attacks, and should be placed accordingly. This weapon uses its owner�s Ballistic Skill to hit, and shoots twice per monster�s phase. This weapon deals 2D6 damage and has a Strength equal to the Dungeon Level. Any hits it scores cause Poison. If this item is rolled for a monster with no Ballistic Skill, re-roll.
From the Warhammer Quest Roleplay book | |
11-12 | Chaos Armour |
13-14 | Armour of Cursed Iron |
15-16 | Armour of Doom |
21-22 | Arcane Armour of Destruction |
23-24 | Venom Armour |
25-26 | Armour of Carnage |
From Tools of Evil | |
31-32 | Ethereal Armour |
33-34 | Armour of Gigantism (Re-roll on Large Monsters) |
35-36 | Bonemail |
41-42 | Menacing Shield |
43-44 | Armour of Regeneration |
45-46 | Magnetic Armour |
From Tools of Evil II | |
51-52 | Basalt Armour |
53-54 | Mail of Curses |
55-56 | Crumblemail |
61-62 | Living Mail |
63-64 | Armour of Fastness |
65-66 | Plates of Lacquered Silver |
From the Warhammer Quest Roleplay book | |
11 | Ring of Resistance |
12 | Cloak of Shadows |
13 | Warpstone Talisman |
14 | Doomfire Ring |
15 | Mask of Kadon (Re-roll on Terror causing monsters) |
16 | Collar of Vengeance |
From Tools of Evil | |
21 | Charm of Confusion |
22 | Cast Iron Ring |
23 | Scarab of Sorrow |
24 | Potion of Unholy Rejuvenation |
25 | Pouch of Snotlings |
26 | Cloak of Illusion |
31 | Tome of Vileness |
32 | Crown of Inspiration |
33 | Ring of Protection |
34 | Tabard of Night |
35 | Turquoise Icon |
36 | Void Pendant |
41 | Crystal Charm |
42 | Sharpening Stone |
43 | Belt of Fortitude |
44 | Unholy Favour |
45 | Amulet Snare |
46 | Boots of Speed |
From Tools of Evil II | |
51 | Chime of Tardiness |
52 | Pendant of Invulnerability |
53 | Ring of Frost |
54 | Magic Siphon |
55 | Token of Curses |
56 | Gem of Revenge |
61 | Potion of Strength |
62 | Sash of Secrets |
63 | Potion of Resilience |
64 | Ring of Soul Theft |
65 | Acidbolt Scroll |
66 | Gauntlets of Dexterity |
From the Warhammer Quest Roleplay book | |
11 | Cutting Edge Sword |
12 | Sword of Distortion |
13 | Sword of Pain |
14 | Cursed Blackblade |
15 | Sword of Insanity (Re-roll on Terror causing monsters) |
16 | Blade of the Damned |
From Tools of Evil | |
21 | Cursed Bow (Re-roll on monsters with no Ballistic Skill) |
22 | Axe of Thirst |
23 | Assassin Blade |
24 | Shock Hammer |
25 | Sword of Greed |
26 | Whip of Entanglement |
31 | Arcanum Sword |
32 | Spelleater Blade |
33 | Plaguesword |
34 | Sword of Dulling |
35 | Heart Spear |
36 | Blade of Parrying |
From Tools of Evil II | |
41 | Wounding Blade |
42 | Tongue Blade |
43 | Hammer of Flight (Re-roll on monsters with no Ballistic Skill) |
44 | Sword of Bitterness |
45 | Guided Sword |
46 | Mace of the Stars |
51 | Sword of Cowards |
52 | Totemic Spear |
53 | Sword of Immolation |
54 | Havoc Sword |
55 | Blade of True Blows |
56 | Scimitar of Haste |
61 | Soul Drinker |
62 | Loyal Sword |
63 | Envenomed Bardiche |
64 | Carnage Bow (Re-roll on monsters with no Ballistic Skill) |
65 | Spectral Javelin |
66 | Heart Rending Blowgun (Re-roll on monsters with no Ballistic Skill). |