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Warhammer 4th Edition - The Battle for Maugthrond Pass - Magic Cards

----------------------------------------------------------MAGIC SPELL

POINTS VALUE: 50

THE CLAW OF NAGASH


The Claw is the mummified hand of the
dreaded Liche Lord Nagash, and contains
a powerful spell. It may be used in the
magic phase only.
The bearer can use the Claw to drain the
life fluids from any model within 6",
leaving a shrivelled and desiccated corpse.
To work out the number of wounds
inflicted by the Claw when it hits, roll
2D6 and subtract the victim's toughness.
For example, a score of 7 against a victim
who has a toughness of 4 means that 3
wounds are caused.
No armour saving throw is allowed
against the wounds inflicted by the Claw's
terrible effects.
MAY BE USED ONCE
-----------------------------------------------------------MAGIC ITEM

POINTS VALUE: 50

THE DARK MACE OF DEATH


The Dark Mace of Death is made of black
iron carved with evil runes, and contains a
powerful and destructive curse.
The wielder may release the course once
during a battle, when it is his turn to strike
in a hand-to-hand combat. The wielder
reises the mace and releases a black
energy blast which affects all models the
wielder is touching, including any friendly
models. All models affected take D3
wounds (ie. half the score of a D6: 1-2=1,
3-4=2, 5-6=3). No armour saving throw is
permitted.
The bearer may not make any attacks
when he releases the mace's coures.
MAY BE USED ONCE
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MAGIC ITEM

POINTS VALUE: 50

THE GOLDEN HELM OF ATRAZAR


----------------------------------------------------------MAGIC SPELL

POINTS VALUE: 100

DOOMFIRE RING
The Doomfire Ring is made of black iron
carved with arcane sigils and set with a
cluster of rubies. It may be used in the
magic phase only.
It contains a powerful fire spell which can
be used 3 times during the battle before its
power is exhausted.
The wearer directs the geme towards his
enemy and the air fills with searing orange
flames. The flames spurt up to 18" and hit
the first model in their path. The model
sustains 2D6 strength 3 hits.
Resolve hits as normal, but no saving
throw is allowed against the ring's
magical fire.
MAY BE USED THREE TIMES
----------------------------------------------------------MAGIC ITEM
DESTROY MAGIC SCROLL

POINTS VALUE: 50

This scroll of parchment contains an antimagical enchantment so powerful that it


may permanently destroy the spell of an
enemy wizard.
When an enemy casts a spell that affects
the wizard carrying this scroll, the bearer
may immediately counter its effects by
reading the Destroy Magic Scroll to
release the spell written upon it. The
enemy's spell does not work.
In addition both players roll a D6. If the
enemy spell caster's dice is hightst he
may keep his spell and may use it in
subsequent turns as normal. If your dice
score is highest the spell is destroyed and
the enemy must discard the spell.
MAY BE USED ONCE,
AND BY A WIZARD ONLY

----------------------------------------------------------MAGIC ITEM

POINTS VALUE: 25

THE SWORD OF SWIFT SLAYING


----------------------------------------------------------MAGIC SPELL

POINTS VALUE: 75

THE HORN OF URGOK


The Horn of Urgok is a twisted ram's horn
with bands of rune encrusted red copper,
and contains a potent spell. It may be used
in the magic phase only.
When it is winded, a piercing blast echoes
over the battlefield. All units within 24"
are affected. Friends hearing its not are
filled with courage, while enemies suffer a
feeling of dread and doom.
All enemy units engaged in hand-to-hand
combat must take a panic test
immediately. If they fail they are broken
and must flee directly away from combat.
All friendly units fleeing automatically
rally, and mau act normally in the next
turn.
MAY BE USED THREE TIMES
----------------------------------------------------------MAGIC ITEM
THE SWORD OF TECLIS

POINTS VALUE: 100

The Sword of Teclis is charged with


celestial power. Crackling energies play
across its shining surface and when it
strikes opponents they are blasted apart.
Whenever the Sword's wielder hits in
hand-to-hand combat don't roll to wound
because all hits wound automatically!
Armour saving throws are allowed as
normal.
Once per battle, during the hand-to-hand
combat phase, the bearer can release the
power of the sword causing a storm of
magical lightning to play around him. This
causes an extra D6 strength 6 hits on the

enemy unit.
----------------------------------------------------------MAGIC ITEM

POINTS VALUE: 25

DISPEL MAGIC SCROLL


This scroll of parchment contains a
powerful dispel - an anti-magic
enchantment that may be used by a wizard
to cancel out the spell of another wizard.
When an enemy casts a spell you may
immediately counter its effects by reading
the Dispel Magic Scroll to release the
dispel written upon it. The dispel stops the
enemy's spell working.
The Dispel Magic Scroll can only be used
by a wizard, and only once. When you
have used it, discard this card.
MAY BE USED ONCE,
AND BY A WIZARD ONLY
----------------------------------------------------------MAGIC SPELL

POINTS VALUE: 50

STAFF OF LIGHTNING
The Staff of Lightning crackles and snaps
with barely-concealed energy. It may be
used in the magic phase only.
It may only be used by an Or or Goblin
Shaman, and contains a lightning spell
which may cast bolts of cerulean power.
When the Shaman points the staff at his
foes a bolt of lightning leaps up to 24"
from the tip of the staff, striking the first
model in its path. The model sustains 3
strength 6 hits - work out each hit as
normal. No saving throw is allowed.
Roll a D6 each time the Shaman uses the
staff. On a 1 or 2 its energy is temporarily
exhausted and the staff cannot be used
again this battle.
EXHAUSTED ON ROLL OF 1 OR 2
----------------------------------------------------------MAGIC ITEM

POINTS VALUE: 50

THE AXE OF GROM


Grom the Paunch of the Misty Mountain
is the greatest Goblin Chieftain of all time,
and his infamous axe 'Elf-Biter' carries
the fierce curses of the most powerful Orc
Shamans.
Only an Orc or Goblin may wield the Axe
of Grom. The axe screeches as it slices
through the air, lopping off heads and
limbs like ripe corn. Any wounds caused
are doubled, so the victim suffers two
wounds instead of one.
No armour saving throw is allowed for
wounds caused by the Axe of Grom, as its
blade is magically sharp and can cleave
through steel like butter.
MAY BE USED
BY ORCS ABD GOBLINS ONLY
----------------------------------------------------------MAGIC ITEM

POINTS VALUE: 50

THE BLACK AMULET


The black amulet is a lustrous polished
stone of midnight hue engraved with a
single glowing rune.
The amulet will negate any wound
suffered by the bearer on the D6 roll of a
4, 5 or 6. In hand-to-hand combat any
wound saved by the amulet is rebounded
against the foe that struck it, inflicting a
wound for each wound saved.
No armour saving throw is permitted for
wounds rebounded by the Black Amulet.
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