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1. Howl of the Wolf |
All broken models flee 2D6" immediately.
Until the end of the round, all enemy models must pass a Leadership test to move towards the priest.
Difficulty: 7.
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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. |
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3. Spirit of the Great Wolf |
No canine will attack the priest unless
the priest attacks them first. This includes all
dogs, wolves, werewolves, worgs, and even
dire wolves. Additionally, the priest is Immune to Psychology
while within 6'' of a canine. Difficulty: Auto, Duration: Game. |
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4. The Grim North Wind |
A magical blizzard descends on the battlefield. All models
suffer -1" M and -1 I, and all Ranged attacks have their range halved.
Difficulty: 7, Duration: until the priest casts another prayer or is Stunned or Knocked Out. |
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5. Breath of the White Wolf |
The priest blows freezing cold air. Using the Small Flame Template
with the narrow end touching the priest's face, all models fully or partially under the template
suffer a S4 hit. Any model that takes a Wound from this attack suffers -1" M and -1 I until the end of their
next turn. Difficulty: 8. |
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6. Strength of the Pack |
The priest and all friendly models within 4" of the
priest gain a bonus on all Leadership tests they are required to make
equal to the number of other friendly models in the prayer's area.
Difficulty: 7. Duration: until the priest casts another prayer or is Stunned or Knocked Out. |