Professional Documents
Culture Documents
Name
Type
Mv
WS BS St To Wo In
At
1
In/Mo
5
6
6
4 3
2
7
3
9 3+ 6+
238
Composition: Hero
Always Strike First; Fireborn; General; Martial Prowess; Valour of Ages; Hand Weapon;
Lance; Dragon Armour; Shield
Griffon 1
Mo
6
5
5 5
4
5
4
7
[150]
Swift Stride; Thunder Stomp; Causes Terror; Flyer; Large Target; Swiftstride
Name
Type
Mv
WS BS St To Wo In
At
1. Steed of Shadows
3. The Withering
5. Pit of Shades
6. Okkam's Mindrazor
Name
1
In
5
4
4
3 3
3
5
1
9
3
Composition: Lord
Always Strike First; Lileath's Blessing; Martial Prowess; Valour of Ages; Hand Weapon;
Smoke and Mirrors
1 Casting Wizard my swap places with a friendly non-fleeing character of the same
unit type within 18"
1 Hex.
Until the start of the Caster's next magic phase target unit within 48" Range has
its Weapon Skill, Ballistic Skill, Initiative or Movement lowered (minimum 1).
5+ Cast . Lower 1 statistic by D3
10+ Cast . Lower all 4 statistics by D3
1 Augment.
5+ Cast . Wizard or friendly character within 12" Range takes an immediate move
using the Fly special rule as if it were in the Remaining Moves segment.
1 Hex. Remains in Play .
Every model in the target unit has its Strength lowered by D3 (minimum 1).
10+ Cast . 18" Range
13+ Cast . 36" Range
1 Hex. Remains in Play .
Every model in the target unit has its Toughness lowered by D3 (minimum 1).
13+ Cast . 18" Range
16+ Cast . 36" Range
1 No Spell Type .
Trace a straight line from the caster like a cannonball bounce; each model in the
way passes an Initiative test or suffers D3 Strength 10 hits.
13+ Cast . 6D6" Range
18+ Cast . 6D6"x2 Range
1 Direct Damage .
Place template within 24" Range and then scatter D6"; models must pass Initiative
test or removed with no saves of any kind.
14+ Cast . Use small round template.
17+ Cast . Use large round template, scatter 2D6".
1 Augment.
Until caster's next magic phase target unit uses Leadership instead of Strength for
Close Combat wounds (weapon Strength bonuses are ignored).
18+ Cast . 18" Range
21+ Cast . 36" Range
Type
Mv
WS BS St To Wo In
At
185
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Name
Type
Mv
WS BS St To Wo In
9
In
5
4
4
3 3
1
Composition: Core
Always Strike First; Martial Prowess; Valour of Ages;
Weapon; Bow; Spear; Light Armour; Volley Fire
Sea Master 1
In
5
4
4
3 3
1
Always Strike First; Martial Prowess; Valour of Ages;
Armour; Volley Fire
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
At
1
Musician
6+
; Standard Bearer
140
; Hand
5
2
8 6+
[21]
Hand Weapon; Bow; Spear; Light
Name
Type
Mv
WS BS St To Wo In
At
5
Ca
5
4
4
3 3
1
5
1
8 5+
Composition: Core
Always Strike First; Martial Prowess; Valour of Ages; Musician ; Standard Bearer
Weapon; Bow; Spear; Light Armour; Fast Cavalry; Vanguard; Volley Fire
Elven Steed 5
9
3
3 3
1
4
1
5
Swift Stride
115
; Hand
Total Cost:
Option Footnotes
Bow
Dragon Armour
Great Weapon
Hand Weapon
Heavy Armour
Lance
Light Armour
Musician
Shield
Spear
Standard Bearer
Always Strike First
Always Strikes Last
Deflect Shots
Fireborn
Lileath's Blessing
Martial Prowess
Swift Stride
Swiftstride
Thunder Stomp
Valour of Ages
Volley Fire
Options
24" Range, Strength 3, Volley Fire.
Heavy armour; 6+ ward save
+2 Strength; Always Strikes Last. Two-handed.
6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted.
5+ armour save.
+2 Strength when charging.
6+ armour save.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift
Reform.
+1 armour save bonus.
Fight in Extra Rank (does not apply if charging), +1 Strength when mounted and charging.
+1 to Combat Resolution, Standard can be captured if unit Flees.
Special Rules
Always Strikes First regardless of Initiative. If Initiative is equal to or higher than enemy's, re-roll misses in
Close Combat.
Always Strikes Last in Close Combat
6+ ward save against non-magical shooting attacks that do not use templates.
2+ ward save against Wounds caused by Flaming Attacks.
Adds +1 to all attempts to cast spells from the Lore of High Magic.
Can make supporting attacks with one extra rank (cumulative with any other special rules). Shoots with one
more rank than normal (cumulative with any other special rules).
When charging, units made entirely of models with Swiftstride roll 3D6 and discard the lowest instead of
2D6 for charge distance.
When charging / fleeing, units made entirely of models with Swiftstride roll 3D6 and discard the lowest
instead of 2D6 for distance.
Attack that Always Strikes Last and inflicts D6 automatic hits at the model's strength on a single infantry,
war beast, or swarm unit in base contact.
When fighting an army that contains Dark Elves, may re-roll all failed Panic, Fear and Terror tests.
Half the models in third and subsequent ranks (rounding up) may shoot. A unit cannot Volley Fire if it
moved this turn or as a Stand & Shoot reaction.
Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.
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