Magic Weapons are artefacts of bloodshed, pure and simple – they grant the wielder extra abilities or an increased characteristic profile so that he might better slay his enemies.
Unless otherwise stated, a Magic Weapon is treated as a hand weapon, and follows the rules for such, with these exceptions:
A Magic Weapon cannot be used alongside an additional hand weapon to gain an extra attack.
A Magic Weapon cannot be used alongside a shield to gain a parry save.
Close combat attacks made with this sword are resolved at +3 Strength.
The wielder has +3 Attacks.
Armour saves cannot be taken against wounds caused by the Obsidian Blade.
Close combat attacks made with this sword are resolved at +2 Strength.
This wielder of the Sword of Strife has +2 Attacks.
Paired weapons. The bearer has Weapon Skill 10.
The bearer has +1 Strength and +1 Attack for every enemy character in base contact with him or his unit. These bonuses are calculated at the start of each round of close combat and last until its end.
A Wizard that suffers unsaved wounds from the Spellthieving Sword loses one of his spells (determined randomly) for each unsaved wound.
The wielder of the Sword of Swift Slaying has the Always Strikes First special rule.
The bearer has the Frenzy special rule and can never lose his Frenzy.
The wielder has +1 Attack.
Close combat attacks made with this sword are resolved at +1 Strength.
Attacks from the Gold Sigil Sword are made at Initiative 10.
Attacks made with the Sword of Striking receive a +1 bonus to hit.
Close combat attacks made by the Biting Blade are Armour Piercing.
Attacks made with the Relic Sword will always wound on a 5+, unless they would normally need a lower result.
The bearer causes Fear.
A monster or character that suffers an unsaved wound from the Tormentor sword has the Stupidity special rule for the rest of the game.
A monster or character that suffers unsaved wounds from Warrior Bane permanently loses one Attack for each unsaved wound (to a minimum of Attacks 1).