| Type |
Number |
Cost |
Upkeep |
Warband Rating |
| Aeromancer |
1 |
40 |
20 |
+20 |
| Aeromancers are Elemental wizards that focus on the magics
of Air. Lords of the Sky, these wizards assail thier foes with howling winds, thunder and
lightning, and by starving them of the very breath of thier life. |
| M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
Race |
| 4 |
2 |
2 |
3 |
3 |
1 |
5 |
1 |
8 |
- |
HUMAN |
| Warbands Allowed: As Warlock |
| Skill Categories: Academic |
| Weapons and Armor: Dagger, Staff or
Spear |
| Special Ability: Aeromancy.
The Aeromancer starts with 2 of the following Spells (roll randomly). Should the
Aeromancer gain a skill raise, he may choose to randomly generate a new Spell from
the following list instead. |
| 1. Winds of the Zephyr: The wizard may
immediately fly 18" in any direction. If this brings him into contact with an enemy
he counts as charging. If he comes into contact with a broken enemy, he gains 1 free hit
on that enemy and then enemy flees an additional 2d6" away. Difficulty: 8 |
| 2. Lightning Strike: The wizard calls down a bolt
of lightning from the sky, striking the highest model within 12" of the wizard that
is not solidly beneath some form of cover. Yes, the model that is physically highest,
counting elevation from the table top, all weapons and equipment and even dynamic
modeling. This model takes d3 Strength 5 hits immediately. Additionally, all models within
3" of this model must make an intiative roll or be knocked down. Difficulty: 9 |
| 3. Stormwinds: The wizard may call upon the high
winds. A single model within LOS and no further than 12" away may be pushed 3d3"
directly from the caster. The target may resist, subtracting thier Base Strength from the
distance; Large creatures count as having an additional point of strength for this
purpose. This may push models off of ledges and heights, in which case they fall normally.
If the target hits a wall or other obstruction greater than an inch high, he stops and
takes a hit with a Strength equal to the distance traveled. If the model strikes another
model they both take a hit equal to the distance traveled by the target and are then
placed a recognizable distance apart from one another (ie far enough away to be definitely
not in BtB contact). Difficulty: 9 |
| 4. Thunderclap: The wizard slaps his hands
together, and a deafening clap peals forth. All models within 6" of the wizard
including the wizard must make a Toughness check or fall stunned regardless of remaining
wounds. This causes no wounds and should the models regain thier feet they fight on
without penalty. Difficulty: 7 |
| 5. Scatter Arrow: The wizard summons a small
zephyr to swirl about himself in mad fashion, interfering with the flight of missiles. The
wizard gains a 2+ Unmodifiable save vs muscle powered missile weapons and a 3+ Unmodified
Save vs non-muscle powered missile weapons such as pistols and warplocks. This Spell has
no affect on HtH combat and last for the remainder of the game. Difficulty: 7 |
| 6. Aphyxiate: The wizard pulls the wind directly
from a mans life breath. A single target within 12" must make a Toughness check or be
immediately Stunned regardless of remaining wounds. This causes no wounds and should the
models regain thier feet they fight on without penalty. Not vs True Undead. Difficulty 7. |