Source: Warhammer Fantasy: 6th Edition

Black Axe of Krell
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Magic Weapon50 points

When the Black Are bites into flesh it leaves behind shards of black metal that slowly eat their way to the victim's heart.

Can't be chosen by Necrarch or Lahmian Vampires. The Black Axe of Krell is a Great Weapon and follows all the rules for normal Great Weapons. Also, any model which suffers 1 or more wounds from the Black Axe must roll a D6 at the start of both its own and its enemy's Magic phases for the rest of the game. On a roll of 1 or 2 it suffers 1 more wound with no armour save allowed (a Ward save can be taken as normal).