Type of Weapon
Most magical weapons are swords, although there are a few which represent axes, lances, etc. In general, although weapons are described as swords, it is perfectly reasonably to ascribe the weapon to a character model which carries a different type of weapon such as an axe or mace. Simply assume the weapon has the properties ascribed to it on the Magic Weapon card, so the Sword of Fortitude becomes a Spear of Fortitude to all intents.
Whilst it is reasonable to ascribe magical properties to any type of weapon a model might carry, the model must ignore any special rules which would normally apply to the weapon. So, no extra bonuses apply for spears, double-handed weapons, lances, etc. Similarly, the penalties that apply to double-handed weapons do not apply when they are weilded as magic weapons. The process of permitting models to count their weapons as magical is a convenience, and players must be prepared to lose weapon bonuses in order to keep things fair.
In the case of magical weapons which are specifically described as lances, double handed-weapons or other weapons which would ordinarily confer special bonuses, these bonuses are always included on the descriptive card if they apply (for example the Star Lance). Players who wish to use these unusual magic weapons should provide models which are appropriately equipped. These items are often associated with special character models.
Multiple Weapons
Although a character can carry ordinary weapons as well as his magical weapon, he cannot attack with both in the same turn. A character model cannot use a magic sword in one hand and an ordinary sword in the other. Magic Weapons are powerful and dangerous weapons, they require concentration and skill to use, and weilding even one requires the warrior's full concentration.
Amour Saves
A common property of magic weapons is to cancel out the enemy's armour saving throw. If a magic weapon's description includes the phrase no armour saves allowed then this means exactly what it says. Armour saves are ignored. However, special saves are unaffected unless the description indicates otherwise. Special saves are discussed in detail later on.
Where armour saves are disallowed even armour saves conferred by magic armor are not allowed unless the description of the weapon indicates otherwise (for example the Axe of Grimnir). In this case the description will say no armour saves allowed except for magic armour. This is a fairly common type of weapon which pierces non-magic armor but may be deflected by magic armour.
Multiple Wounds
Many magic weapons cause multiple wounds. This is expressed in terms of 'each wound inflicts not 1 but D6 wounds' or whatever the multiplier happens to be. The procedure for this is as follows. First roll 'to hit' as normal. If you hit then roll 'to wound' as normal. If you score a wound then your enemy may attempt any save he is entitled to (armour save or special save). If he fails his save you can roll to multiply up the number of wounds inflicted on that model - D3, D6 or whatever. Do not multiply the wounds and then attempt armour saves for each. Make only the one save against the original wound.
Note that some weapons cause not multiple wounds but multiple hits, the Hydra Sword for example. In this case roll to hit as normal. For each hit scored roll the dice indicated to multiply up the hits. Then resolve each hit separately, and take separate saves for each wound scored.
Empire Runefangs
The twelve Runefangs were created by the Dwarf Runesmith Alaric the Mad and given to Sigmar at the time of the foundation of the Empire. In turn Sigmar gave one to each of his chieftains, and these eventualy passed into the hands of the Elector Counts of the Empire. As such only Elector Counts and special characters specifically indicated in the Empire Warhammer Armies book can carry a Runefang.
The noteworthy thing about Runefangs is that there are twelve. As such an Empire army can feature several Runefangs and not just one, and we have included two Runefang cards. This is an exception to the rule which normally restricts players to a single example of a magic item.
+3 Toughness.
Bearer S10. Each wound inflicts not 1 but D6 wounds. Roll D6 at end of turn: on 6 bearer suffers 1 wound, no armour save possible on wounds suffered by the bearer.
Skaven only
No armour saves allowed. Victims that suffer 1 or more wounds roll D6 at start of each magic phase, regardless of whose turn it is. On 1 or 2 they take 1 extra wound.
Undead or Chaos only
No spells may be cast by enemy in base contact with bearer. No magic items carried by enemy in base contact will work. A wizard who suffers a wound from the Blade loses his powers permanently. For every wound inflicted on an enemy character one of their magic items is destroyed.
Lizardmen only
Against Daemons, hits wound automatically and inflict D3 wounds per hit. Against other targets, +3S when rolling to wound. Each wound inflicts not 1 but D3 wounds.
Against Dragons, hits wound automatically and inflict D3 wounds per hit. Dragons who wish to charge bearer must test for fear. Against other targets, +3S when rolling to wound. Each wound inflicts not 1 but D3 wounds.
Hits wound on 2+. No armour saves allowed, except for magic armour, which gets a -3 modifier. Each wound inflicts not 1 but D3 wounds (Dragons and Daemons = D6 wounds).
Dwarf Slayers only
If wound is scored, target model bursts into flames and is slain. All models, except bearer, in base contact with victim suffer 153 hit. Note - The victim may attempt a save against the original wound if he has one but not against the automatic kill.
Bearer +1WS, +1T, +1S. Always strikes first. No armour saves allowed, except for magic armour.
Orcs, Savage Orcs & Black Orcs only
At the end of each Bretonnian movement phase, any Undead creature within 3" of the Blade suffers 1 wound, no armour save allowed. Character and any unit he is leading are immune to fear and terror caused by Undead.
Bretonnia only
Bearer S10.
If the target suffers a wound it is killed. No armour saves allowed, except for magic armour.
Hits wound automatically. No armour saves allowed, except for magic armour.
Empire only
The wielder may carry no other magic items, not even Chaos Rewards, as they would be destroyed by the sword's power. No magic items carried by models in base contact with bearer will work. For each wound inflicted by the sword, one magic item carried by the victim will be destroyed.
All hits wound automatically. Once per battle, during hand-to-hand combat, the bearer can unleash a storm of lightning that causes an extra D6 S6 hits on the enemy unit the bearer is fighting.
High Elves only
Bearer +2 Toughness.
Bearer +3 Strength.
Hits automatically.
Bearer gains +3 Attacks.
Bearer Weapon Skill 10. May not be used by Orcs or Goblins.
For each wound inflicted on a living creature, the wielder may take a winds of magic card to use in the next magic phase.
Chaos or Undead only
If sword hits enemy carrying magic items or who can cast spells. will steal their power on D6 roll of 4+. Bearer may use magic item/spell until sword steals another. Spells may only be used it the wielder is himself a wizard.
Dark Elves only
Each attack that hits = D6 hits - resolve each hit separately. Roll to wound for each.
No armour saves allowed, except for magic armour. The armour of any victim who suffers a wound will be destroyed. even magic armour.
Wielder +2S. No armour saves allowed. Targets that are vulnerable to fire are automatically destroyed if they sustain any wounds.
Chaos Dwarfs only
Each wound inflicts not 1 but D6 wounds.
Wielder +1 WS, + 1S and + 1 Attacks.
Undead or Chaos only
Each wound inflicts not 1 but D6 wounds. If vou roll a 1 when determining the no. of wounds, the wound is inflicted back on the wielder! No armour saves allowed, except for magic armour.
Chaos only
+35 bonus when wielder charges. No armour saves allowed.
Bearer fighting opponent with T5 or greater rolls to wound with +3S, and each wound inflicts not 1 but D3 wounds.
Bearer +2 Attacks.
The Bow of Loren has a 36" range. It fires a number of shots equal to the user's A, at his S. All the shots must be directed at the same target. Hits from the bow's arrows count as being magical.
High Elves and Wood Elves only
Wielder +1 Strength. If a Skaven unit takes 1 or wounds from the Dagger its normal Ld bonus is discounted for purposes of working out combat results.
Lizardmen Skinks only
Once per battle, bearer may release energy blast that affects all models he is touching, friends as well as foes. Affected models take D3 wounds, no armour saves allowed.
One use only
Each hit = 2 hits. Roll to wound for each.
Wounds have extra -3 armour save modifier. Each wound inflicts not 1 but 2 wounds. Always wounds Dwarfs on 2+
Skaven only
Each wound inflicts not 1 but 2 wounds. No armour saves allowed.
Orcs & Goblins only
Double-handed axe - bearer strikes last, +2 S bonus. If any dice roll made to wound is a 6, the Executioner's Axe has killed outright, in which case no armour saves are allowed.
Dark Elves only
No armour saves allowed, except for magic armour.
May not be used by Orcs or Goblins
Bearer may re-roll any of his attacks that miss in hand-to-hand combat.
When the sword inflicts 1 or more wounds upon an enemy, but does not kill him outright, roll a D6. Add +1 to the score for each additional wound inflicted after the first. On a score of 5 or more the victim is turned to Chaos Spawn, and is dealt D6 Chaos Gifts (see rules in Warhammer Armies - Chaos). Move the Spawn 2D6" directly away from the sword bearer.
Chaos only
Bearer immune to fear, terror and panic.
When bearer fails his to hit roll, he may take the roll again. No armour saves allowed, except for magic armour.
Empire only
Bearer +1 Toughness.
Bearer causes terror. Note that because he causes terror the bearer is immune to fear and terror himself.
Undead only
When model with 1 wound is killed by this blade replace it with a Skeleton warrior under the command of the bearer.
Necromancer, Vampire or Liche only
Bearer +1 to wound, -1 opponent's armour saving throw. Each wound inflicts not 1 but D3 wounds.
Skaven only
Each wound inflicts not 1 but D3 wounds. No armour saves allowed, except for magic armour.
Chaos only
User +2S when charging; hits automatically. When he charges, the user may elect to make one special Dragonblade attack in place of his normal attacks, hitting automatically. If the model is slain, the lance hits the model directly behind it in the second rank, at 1 less S than before. If this model is slain, then a model in the third rank will be hit, at a further 1 less S, and so on.
High Elves only
Bearer +2 Strength.
Foe wounded by the sword becomes subject to stupidity. A wizard affected by stupidity must roll a D6 each time he casts a spell. On a roll of 1-3 the spell fails, and the power is wasted.
Each Wound Inflicts Not 1 But D3 Wounds.
Bearer causes fear (and is immune to fear himself).
Each wound suffered reduces victim's Attacks by -1.
Armour saving throws made against wounds caused by this weapon are subject to a -3 armour save modifier.
+2S bonus 1st round of combat. Each wound inflicts not 1 but 2 wounds.
Bearer +2S 1st round of any combat. If the bearer scores 1 or more wounds on an enemy armed with a magic weapon, it will be pulled away and destroyed on a D6 roll of 4+.
Bretonnia only
No armour saves allowed. Against Undead, each wound inflicts not 1 but 2 wounds. Note that there are 12 Runefangs, see the introductory comments.
Empire only
May be shot from the ground at any creature flying high. Shooter may add +1 to hit. Arrow inflicts D6 S10 hits.
One use only
Against Undead, each wound inflicts not 1 but D3 wounds. No armour saves allowed for Undead.
Bearer +1 Attacks.
For each unsaved wound suffered a victim deducts -1 from his Strength for the rest of the game.
Chaos/Dark Elves only
When fired, arrow splits into 3D6 arrows in flight. The arrows count as magical, and are S4. Roll to hit using the firer's BS.
Wood Elves only. One use only
Each wound inflicts not 1 but 2 wounds.
For each unsaved wound suffered the victim deducts -1 from his Toughness for the rest of the game.
Chaos only
Welder may strike first in hand-to-hand combat.
Bearer adds +1 to hit in close combat.
Bearer causes wounds with an extra -2 armour saving throw modifier in close combat.
Bearer Initiative 10.
One enemy has 1 less attack.
Bearer +1 Strength.
For each unsaved wound suffered the victim deducts -1 from his WS and BS for the rest of the game.
Chaos or Dark Elves only
Bearer +1 Weapon Skill.
Bearer +3 Initiative.
Bearer immune to psychology. He must move as fast as he can towards the enemy, and charge into combat at the first opportunity. He will always pursue fleeing opponents.
Bearer causes wounds with an extra -1 armour saving throw modifier.
Bearer +2 Initiative.
For each hit scored the victim deducts -1 from his Initiative for the rest of the game.
Unit with bearer ignores its first Animosity test failure.
Orcs and Savage Orcs only
Bearer +1 Initiative.