| Type |
Number |
Cost |
Upkeep |
Warband Rating |
| Illusionist |
1 |
30 |
15 |
+16 |
| Master of imagerys, seeming, and perception, Illusionists
specialize in magics that decieve the eye and mind. Misdirection, phobia, and phantasm are
thier stock in trade, and thier concelaing magics are particularly beneficial to a
military force. Some wise Captains seek out these wizards to help them fool and confound
thier enemies. |
| M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
Race |
| 4 |
2 |
2 |
3 |
3 |
1 |
4 |
1 |
8 |
- |
HUMAN |
| Warbands Allowed: All except Sisters of
Sigmar, Witch Hunters, and Chaos bands. |
| Skill Categories: Academic |
| Weapons and Armor: Dagger, Staff or Club |
| Special Ability: Illusion
Spells. The Illusionist starts with 2 of the following Spells (roll
randomly). Should he gain a skill raise, he may choose to randomly generate a new Spell
from the following list instead. |
| 1. Phantom: The Illusionist sends an
apparition of frightening aspect at any enemy within LOS and no further than 24" that
is not in HtH. The enemy must make an immediate leadership check at -2 or flee 2d6"
directly away from the Illusionist and count as broken as described under the 'Leadership
and Psychology' rules. Not vs Immunity to Psychology or Immunity to Fear. Difficulty: 9 |
| 2. Veil of Protection: The Illusionist
becomes invisible until his next Recovery Phase. He counts as hidden for purposes of
declaring charges and shooting. If already in HtH, he may be immediately moved out of base
to base contact with all enemy models. Difficulty: 7 |
| 3. Cloaked Advance: All models within
4" of the Illusionist count as being hidden to all models outside of this radius,
even if in plain sight of thier foes and even if running until the Illusionists next
Recovery Phase. This prevents the declaration of charges and shooting against these
models. However, friendly models cannot see them either and do not count them for purposes
of making All Alone or other Leadership checks. The models inside the area of effect may
see normally and are therefore unaffected in any way. Difficulty: 10 |
| 4. Aspect of Doom: The Illusionist
takes upon the seeming of a dreadfully powerful being. The Illusionist causes an intense
form of Fear that imposes a -2 penalty to Leadership tests. Difficulty: 9, Duration:
Remainder of the Game |
| 5. Illusionary Wall:The Illusionist crafts
an illusionary obstruction that may obscure a continuous area of up to 3" x 3,
blocking Line of Sight. This obstruction lasts until the casters following Recovery Phase.
The obstruction does not interfere with Movement, but does prevent the declaration of
charges or shooting thru it. A card template should be cut out to represent this obscured
area. Difficulty: 7 |
| 6. Illusionary Doppleganger:The
Illusionist creates an illusory duplicate of himself. This duplicate must be represented
by an appropriate model. The duplicate is treated as an independant warrior with the same
statistics and Spells as the Illusionist himself, but not skills. The duplicate is
destroyed immediately as soon as it takes a single Wound. Additionally, the duplicate may
not cause any actual damage. There is no limit to the number of duplicates that may be
created in this manner save that they must all be represented by an appropriate model. All
duplicates are dispeled at the end of the game. Difficulty 10. |