Requires Two Hands. The Black Axe of Krell confers +2 Strength in close combat. It has the Always Strikes Last and Multiple Wounds (D3) special rules. Furthermore, any model taking an unsaved Wound from the Black Axe but not removed from play must roll a D6 at the start of each of its subsequent turns. If the result is higher than the number of Wounds it has remaining, that model suffers an additional Wound with no armour saves allowed.