Unless otherwise stated, a magic weapon is treated as a hand weapon (replacing the model's regular hand weapon), and follows the rules for such. This means that a magic weapon can be used with both an additional hand weapon or shield/buckler following their normal rules. In the case of non-magical additional hand weapons, the +1 Attack does not benefit from any special rules from the magic weapon.
In order for a model to be able to choose a particular piece of weapon (such as great weapon, polearm or two hand weapons) they must be able to pick this as a mundane option or have it as part of their default equipment. Note that magic weapons that count as normal hand weapons may be taken by any model that can choose magic weapons.
A character that has a magic close combat weapon cannot use any other close combat weapons. If a character has more than one magic weapon, they must choose which one to use at the start of the combat (unless a rule specifies that both can be used at the same time) – the chosen weapon must be used for the duration of the combat.
Any successful To Hit rolls in close combat with this sword are multiplied into 2 Hits.
Close combat attacks made with this sword are resolved at +3 Strength.
A character using this blade gains +3 on their Attacks characteristic.
The wielder gains the Heroic Killing Blow special rule.
Two hand weapons. The bearer has Weapon Skill 10.
Close combat attacks made with this sword are resolved at +2 Strength.
The wielder gains +1 Strength and +1 Attack for every enemy character in base contact with them or their unit. These bonuses are calculated at the start of each round of close combat and last until its end.
A character using this blade gains +2 on their Attacks characteristic.
The wielder gains the Ignores Armour Saves special rule.
The wielder gains the Always Strikes First special rule.
The wielder gains the Parry (5+) special rule.
The character, and any unit they are with, gains the Immunity (Psychology) special rule.
The wielder gains the Armour Piercing (3) special rule.
The wielder gains the Multiple Wounds (D3) special rule.
The wielder gains the Killing Blow special rule.
The wielder gains the Fear special rile.
A character using this blade gains +1 on their Attacks characteristic.
Close combat attacks made with this sword are resolved at +1 Strength.
Attacks made with the Sword of Striking receive a +1 bonus to hit.
The wielder gains the Frenzy special rule and can never lose their Frenzy.
The wielder gains the Armour Piercing (2) special rule.
Attacks made with the Relic Sword will always wound on a 3+, unless they would normally need a lower result.
The wielder gains the Poisoned Attacks special rule.
The wielder gains the Armour Piercing (1) special rule.
The wielder gains the Flaming Attacks special rule.
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 1 Attack).