|Seers are those gifted with extra sensory
powers. Some are able to look into the future, others more widely in the now. Some see
multiple possible paths which can be manipulated, others only one inalterable path. For
time outside of memory leaders have valued the ability to know more than thier enemies,
and the wealthier band leaders of Mordheim are no exception.
|Warbands Allowed: All except
Sisters of Sigmar, Dwarves, and Witch Hunters.
|Skill Categories: Academic
|Weapons and Armor: Staff,
Farsight. The Seer starts with 2 of the following Extra Sensory powers (roll
randomly). Should the Seer gain a skill raise, he may choose to randomly generate a
new ability from the following list instead. These powers are treated exactly like magical
Spells in every respect.
|1. Flash of Insight: Up to D3 models
of the warband may be positioned anywhere on the board outside of the enemies sight and
detection ranges after all opponents have set up. Diff: Auto.
|2. Sixth Sense: 4+ Unmodified save vs
any Hostile effect. Lasts for the duration of the game after cast. Difficulty: 9
|3. Prescient: If rolling for a
scenario, the Seers warband may choose whether to be Attacker of Defender regardless of
warband ratings. Should an opposing warband have a simialar ability, roll a die and add
the I of each warbands leader. High roll picks. Diff: Auto
|4. Clairsentient: The Seer may see
anywhere on the board; he auto-detects all models on the board and can point them out to
fellow band members within 6" of him. Hidden models no longer count as hidden until
they can legaly regain that status later. Difficulty 7.
|5. Dire Warning: One Hero or Warrior
(including hirelings) has been warned to beware of death. Having taken due precaution, one
Hero may reroll his first Serious Injury result OR 1 Henchman or Hireling may reroll to
see if he leaves the band. In both cases the second roll stands. Diff: Auto.
|6. Foretold: The Seer may foretell an
enemies misfortune. A chosen enemy on the board must reroll every succesful die roll for
the remainder of the game including Serious Injury rolls between 41 and 56. Difficulty:
11, Range: board