Wrath of God
{12}{w} 96''
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.
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