Wrath of God
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 point.
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,
remove all counters.
Card Comments