A magic standard may be carried by any regimental standard bearer entitled to carry a magic standard as indicated in the Warhammer Armies Lists. The maximum value of the standard is usually restricted such that only the very best units are allowed to carry the most potent standards. In addition, it is usual to allow the army's Battle Standard to be a magic standard as described in the army lists.
Note that the points value of a magic standard is added to the total points value of the standard bearer. The value of regimental standard bearers is usually double that of a trooper, the value of a magic standard is added to this total. The cost of the banner itself is not doubled. E.g. High Elf Spearmen cost 12 points, the standard bearer costs 24 points, a standard bearer with a 50 point standard costs 24+50=74 points.
Some chariots are also permitted to carry a magic standard. The value of the banner is added to the value of the chariot. The cost of the chariot is not doubled.
A spell cast at the unit carrying the banner will be dispelled on D6 roll of 2+. If spell is dispelled, roll a D6. On 4+ the spell is redirected to a new target. Choose an enemy unit within 24" and roll 4D6 to determine spell's range. If new target is within dice score roll of the banner, it is hit by the deflected spell.
Adds + D6 to the combat result of the side carrying it.
May be used at start of player's turn. No creatures may fly at all. All creatures flying high must land in centre of table and move 3D6" in random direction as determined by Scatter dice. Shooting ranges are halved. Roll D6 at the start of each player's turn - banner's effect end on a 6.
One use only
Missiles shot at the unit are deflected and turned back against the firers. Roll a D6 and multiply score by 10. If the score equals or exceeds the distance between the units, the missiles hit the firers automatically. If the score is less, the missiles rebound harmlessly. Exhausted on a 1 or 2.
Bretonnia only
Enemy unit loses combat bonus from rear rankers. If the banner is carried by the Battle Standard Bearer, all Knights in the army can re-roll a failed Break test.
Bretonnia only
The bound spell may be cast in the magic phase. D6 lightning bolts, each with a range of 24", fly from the banner. Each bolt strikes the first model in its path for 1 S4 hit, no armour saves allowed. Line of sight is required for each lightning bolt.
Enemy units within 6" suffer -2 penalty on all Leadership tests.
Undead only
Carrying regiment Ld 10. When enemy spell is cast against unit, roll D6 for each power card used. On 4+ the power card is absorbed and may be taken by the Skaven player.
Spells cast at unit dispelled on 4+. Any wizard/shaman touching unit will be killed on the D6 roll of a 4 or more by magical overload, no armour saves apply. Make this roll as soon as the wizard touches the unit, and subsequently at the start of each of the wizard's turns if he is still touching.
Orcs and Goblins only
Dispels spell cast against unit carrying banner on D6 roll of 4+. Any Undead/Daemon model in base contact with a unit carrying this banner suffers 1 wound at the start of the bearer's magic phase.
Unit counts double its normal rank bonus in hand-to-hand combat. Will never pursue.
Enemy units within 6" suffer -1 penalty on Leadership.
Undead only
Unit carrying banner adds +1 to hit in hand-to-hand combat.
Unit carrying banner is subject to frenzy.
Chaos unit led by a Champion of Khorne only
Bound spell may be cast against an enemy unit within 8', and causes 2D6 S6 hits. Any survivors must take an immediate Panic test.
Chaos unit led by a Champion of Tzeentch only
Allows Cold One riders to ignore the Cold Ones' stupidity.
Dark Elf Cold One Knights only
The unit carrying this banner causes fear (and is therefore immune to fear itself).
Unit carrying banner is immune to psychology.
Chaos unit led by a Champion of Slaanesh only
Causes terror in flying creatures. Unit is immune to terror caused by flying creatures. The unit receives a +D6 combat result bonus when fighting flying creatures.
All shots at unit are at -1 to hit. Unit always strikes first in hand-to-hand combat.
Night Goblins only
Unit carrying banner doubles all attacks during its first turn of hand-to-hand combat of the game.
One use only. Forest Goblins only
Unit carrying banner may roll an extra D6 when making a psychology test, and may select the which 2 dice out of the 3 dice to use. Break tests are not affected.
The unit may re-roll a failed Break test. Note that it is not possible to re-roll a failed re-roll, only one re-roll is allowed from any source.
Banner stores D6 winds of magic cards at start of game, which may be used by friendly wizards within 12".
When unit charges into hand-to-hand combat, the Skeleton Horsemen's attacks hit automatically in the first round of combat.
Undead Skeleton Horsemen only
Unit gains + 1S when charging.
Orcs and Goblins only
Increases unit's move by + D6". Roll each turn. May be used three times only.
Lizardmen only
Unit carrying banner receives +1 on all armour saves, or an armour save of 6+ if they had no armour to begin with.
Adds + 1 to the hand-to-hand combat result of side carrying it.
Enemy cannot stand and shoot when charged by unit carrying this banner.
Bretonnian Knights Errant only