MAGIC WEAPONS
SWORD OF DEFIANCE
150
+3 Toughness.
FELLBLADE
Skaven
135
Strength 10, any unsaved wound = D6 wounds, bearer suffers 1 wound on a 6
at the end of his turn.
BLACK AXE OF KRELL
Undead or Chaos
125
Double handed weapon, no save, victims that suffer a wound take an additional
wound on a 1 or 2 at the start of the magic phase.
BLADE OF COCACILA
Lizardmen
125
Enemy in base contact can't cast spells and magic items won't work. A wizard
that is wounded by the blade loses casting ability. One item destroyed per
wound.
DAEMON SLAYER
125
+3 Strength, automatically wounds Daemons, any unsaved wound = D3 wounds.
DRAGON SLAYER
125
+3 Strength, automatically wounds Dragons, any unsaved wound = D3 wounds.
Dragons fear the bearer.
GOTREK'S AXE
Dwarf Slayers
125
Wounds on 2+, no save, -3 to save for magical armour, any unsaved wound =
D3 wounds, or D6 vs. Daemons or Dragons.
HELLFIRE SWORD
125
Wounded victim is slain, models in base contact with victim suffer a Strength 3
hit, bearer excluded.
MORGOR THE MANGLER
all Orcs
125
+1 Weapon Skill, +1 Toughness, +1 Strength, strikes first, no save for non
magical armour.
DEATHSWORD
100
Strength 10.
FROST BLADE
100
Wonded victim is slain, only magical armour may save.
THE ROD OF CORRUPTION
Plague Monks
100
Hit victim must roll under its Toughness or be destroyed (6 always fails), only
magical armour may save, if victim passes the test roll for wounds and armour
saves as normal.
SWORD OF DESTRUCTION
100
All magic items in base contact with bearer are nullified, one item is destroyed for
each wound caused, bearer's choice, bearer may have no other items.
THE SWORD OF TECLIS
100
Automatically wounds, during one HtH sword blasts enemy unit causing D6
Strength 6 hits.
SWORD OF UNYIELDING
100
+2 Toughness.
THE BLADE OF COURONNE
Bretonnia
100
All Undead within 3" suffer 1 wound at the end of each Bretonnian movement
phase, bearer and unit immune to fear and terror caused by Undead.
THE HAMMER OF SIGMAR
Empire
100
Automatically wounds, only magical armour may save.
GIANT BLADE
80
+3 Strength.
BLADE OF DARTING STEEL
75
Hits automatically.
BLADE OF LEAPING GOLD
75
+3 Attacks.
BLESSED SWORD
no Orcs or Goblins
75
Weapon skill 10.
CHAOS TOMB BLADE
Chaos or Undead
75
For each wound inclicted weilder may take one winds of magic card in the next
magic phase.
DESTROYER
Dark Elf
75
Steals one magic item or spell from a hit victim on a roll of 4+, taken randomly, if
another card is stolen later previous ones are returned.
HYDRA SWORD
75
Each hit = D6 hits, each Attack is against a single creature (bearer can't kill more
than his number of Attacks).
OBSIDIAN BLADE
75
Only magical armour may save, wounded victim's armour is destroyed.
SWORD OF UNHOLY POWER
wizards w/Dark or Necromantic
spells
75
Wizard may cast spell without power cards. Sword exhausted on D6 roll equal
or less than power of spell.
BLACK HAMMER OF HASHUT
Chaos Dwarfs
70
+2 Strength, no save, wounded creatures that are vulnerable to fire (take double
damage) are slain.
VENOM SWORD
70
Unsaved wounds = D6 wounds.
CHAOS RUNESWORD OF GRUNGNI
IRONHEART
Chaos or Undead
65
+1Weapon Skill, +1 Strength, +1 Attack.
CHAOS DAEMON SWORD
Chaos
60
Unaved wounds = D6 wounds, if a 1 is rolled when multiplying wounds bearer
is wounded, only magical armour may save.
STAR LANCE
60
+3 Strength when charging, no save.
SWORD OF HEROES
60
When fighting creatures with Toughness 5+ bearer +3 Strength, any unsaved
wounds = D3 wounds, against Toughness less than 5 no bonuses.
ELF-BITER, AXE OF GROM
Orcs or Goblins
50
Unsaved wounds = 2 wounds, no save.
BLADE OF LEAPING BRONZE
50
+2 Attacks.
BOW OF LOREN
High & Wood Elves
50
36" range, number of shots=bearer's Attacks, Strength=bearer's profile Strength,
hits are magical.
DAGGER OF SOTEK
Lizardman Skinks
50
+1 Strength. If Skaven unit wounded, Ld bonus is discounted.
DARK MACE OF DEATH
50
During one HtH bearer may release blast against all in base contact, inflicts D3
wounds, no save, one use only.
DRAGON BLADE
50
Each hit = 2 hits, each Attack is against a single creature (bearer can't kill more
than his number of Attacks).
DWARF-GOUGER
Skaven
50
-3 to save, any unsaved wounds = 2 wounds, wounds on 2+ when used against
Dwarfs.
EXECUTIONERS AXE
50
ouble handed, when rolling to wound if any dice come up '6' victim is slain, only
magic armour may save.
GROMRIL BLADE
no Orcs or Goblins
50
Only magic armour may save.
HEART SEEKER
50
Reroll any missed Attacks once.
THE SWORD SKABSKRATH
Undead
50
Bearer causes terror.
SWORD OF CHANGE
Chaos
50
If wounded, victim is not slain he becomes Chaos Spawn on 5+, add +1 for
each wound above the first to the dice roll.
SWORD OF FORTITUDE
50
Bearer and unit immune to fear, terror, and panic.
SWORD OF JUSTICE
Empire
50
Bearer may reroll any missed Attacks once, only magical armour may save.
SWORD OF RESILIENCE
50
+1 Toughness.
THE TOMB BLADE OF ARKHAN
Necromancer, Liche, or Vampire
50
1 wound victims are turned into Skeletons.
WEEPING BLADE
Skaven
50
+1 to wound, -1 to save, any unsaved wounds = D3 wounds.
CHAOS RUNEBLADE
Chaos
45
Unsaved wounds = D3 wounds, only magical armour may save.
DRAGONBLADE LANCE
High Elves
40
+2 Strength and hits automatically when charging, bearer can opt to make only 1
Attack in the same manner as a bolt thrower when charging, if first model is slain
next model is hit at a -1 to Strength and so on.
OGRE BLADE
40
+2 Strength.
TORMENTOR SWORD
40
Wounded victim subject to stupidity, wizards must roll to cast spells, on a 1, 2,
or 3 the spell fails and the power cards are wasted.
BONE BLADE
35
Any unsaved wound = D3 wounds.
SHRIEKING BLADE
35
Bearer causes fear.
WARRIOR BANE
35
Victim loses 1 Attack for each wound caused for the rest of the battle, victims
with 0 Attacks can't fight or shoot missile weapons.
BLADE OF SEA GOLD
30
-3 to save.
FLAIL OF SKULLS
30
Flail, each unsaved wounds = 2 wounds when used against living creatures, each
Attack is against a single creature (bearer can't kill more than his number of
Attacks).
MORNING STAR OF FRACASSE
Bretonnia
30
+2 Strength on first round of any combat. If wounded has magic weapon, it will
be destroyed on 4+.
RUNEFANG
Empire
30
No save, each wounds = 2 wounds when used against Undead.
SKY ARROW OF NALOER
30
May be shot at a creature fling high, if it hits the arrow inflicts D6 S10 hits, one
use only.
BANISHER SWORD
25
Each wounds = D3 wounds with no armour save possible when used against
Undead.
BLADE OF LEAPING COPPER
25
+1 Attack.
BLOOD DRINKER
Chaos or Dark Elf
25
Victim loses 1 Strength point for each wound suffered for the rest of the battle.
HAIL OF DOOM ARROW
Wood Elves
25
Splits into 3D6 arrows in flight, roll to hit for each, Strength = 4, arrows count as
magical, one use only.
RENDING SWORD
25
Each unsaved wounds = 2 wounds, each Attack is against a single creature
(bearer can't kill more than his number of Attacks).
SOUL BLADE
Chaos
25
Victim loses 1 point of Toughness for each wound inflicted for the rest of the
battle.
THE SWORD OF SWIFT SLAYING
25
Bearer strikes first even if charged, if both sides have 'strike first' weapons
highest Initiative takes precedence.
SWORD OF HOETH
High Elves
25
+2 Strength, can't use a shield at the same time.
WHIP OF AGONY
25
Bearer may make one additional Attack at the beginning of each HtH before any
blows are exchanged, if it hits the opponnent must pass a Ld test in order to
Attack that HtH, ridden monsters must test on their own leadership.
BLADE OF ENSORCELLED IRON
20
+1 to hit.
BLADE OF SLICING
20
-2 to save.
GOLD SIGIL SWORD
20
Initiative 10.
PARRYING BLADE
20
One opponnent in base contact suffers -1 Attack but only while in contact with
bearer.
SWORD OF MIGHT
20
+1 Strength.
DARK SWORD
Chaos or Dark Elves
15
Victim loses 1 point off his Weapon Skill and ballistic skill for each wound
inflicted for the rest of the battle.
SILVER SIGIL SWORD
15
+3 Initiative.
BERSERKER SWORD
10
Bearer immune to psychology, bearer must move as fast as he can towards
enemy and charge at his first opportunity, bearer can't lead a unit.
BITING BLADE
10
-1 to save.
BRONZE SIGIL SWORD
10
+2 Initiative.
LANGUISHER SWORD
10
Victim loses 1 point of Initiative for each wound inflicted for the rest of the battle.
SWORD OF BORK
Orcs and Savage Orcs
10
Unit led by bearer may ignore their first animosity test failure.
COPPER SIGIL SWORD
5
+1 Initiative