The Fellblade
Magic Weapon – 100 points
| Range | Strength | Armour Piercing | Special Rules | |
|---|---|---|---|---|
| The Fellblade | Combat | S+3 | N/A | Magical Attacks, Multiple Wounds (D3), Poisoned Attacks |
Notes: No Armour, Ward or Regeneration saves are permitted against wounds caused by this weapon. However, during the Command sub-phase of their turn, the wielder of the Fellblade must roll a D6. On a roll of 3+ there is no effect. On a roll of 1-2 the wielder suffers a single wound with no Armour Save allowed. Ward and Regeneration saves may be taken as normal.