Magic Weapon and Church/Temple Rules
MAGIC WEAPONS
These can be given to heroes, leaders and generals with a limit of three or four across all forces on one side.
Random designation determined by D6
1/ SOUL DRAINER - reduces base to base opponents' initiative to minus 2, toughness and strength to minus 1.
2/ 100 SWORD CUTS - Doubles Wielder's attacks
3/ HAMMER OF GODS - Doubles Strength of Wielder (+2 in Home Rules)
4/ SWORD SHIELD - 4+ invulnerable save and magic save to wielder for each potential wound
5/ FLESH EATER - Causes 2 wounds for each wound inflicted
6/ MONSTER KILLER - Strength 10 (see Warhammer or use home rules +2)
CHURCH/TEMPLES
Adds 2+ Leadership to friendly forces within 30CM or all in a castle where a church/temple is incorporated.
+1 to priest or archbishop magic ward saves (priest with unit or archbishop within 20 cm)
Priests and archbishops +1 to crumble prayers
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