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 their foes with howling winds, thunder and lightning,
and by starving them of the very breath of their 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 the 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 their 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 their 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 their feet they fight on without penalty. Not vs True Undead. Difficulty
7.
|