1. Howl of the Wolf |
Any models (friend and foe alike) within 12"
of the priest must make a Leadership check
or flee 2d6" directly away from the
priest with the usual rules for breaking
applied. Not vs those immune to Fear or
Psychology. Difficulty: 8. |
2. Coursing of the Wolf |
The priest may Run/Charge 12".
If he moves into base contact with an enemy
he counts as charging. If he charges a fleeing
enemy, he scores 1 automatic hit, then his
opponent flees again. Normal Movement rules
apply. Difficulty: 5. |
3. Spirit of the Great Wolf |
No canine will attack the priest unless
he attacks them first. This includes all
dogs, wolves, werewolves, worgs, and even
dire wolves. Difficulty: 5, Duration: Game. |
4. The Grim North Wind |
The priest summons a freezing wind
that sucks the heat out of a mans very bones.
All models (friend and foe alike) on the board take a S3 hit. Not
versus Daemons, True Undead, canines, or
models wearing Wolf Cloaks. Difficulty:
11, Range: Board. |
5. Blizzard |
The priest summons a localized blizzard
of hail stones. Nominate a point within
12" of the priest and all models in
a 3" radius to that point take a S3
hit. Difficulty: 8, Range: 12". |
6. Strength of the Pack |
All friendly models that remain within 4" of the
priest become Immune to Psychology and automatically
pass any Leadership test they are required
to make, excluding Rout tests. Difficulty:
10, Duration: Game. |