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

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