Wrath of God
(12+) 96", Ground, Permanent.
Place a counter on the target point. At the end of
each subsequent Magic Phase roll a D6; if 1-3 is rolled, add
another counter on the same spot, If
4-6 is rolled, each unit within (2D6+X)", where
X is equal to the number of counters, suffers
2D6 hits with Strength 5, Armour Penetration 2,
and Magical Attacks. If a unit fails a Panic Test
forced by the spell, it Flees directly away from the marked point.
The spell then ends.
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