|600 GC - Shadow Warriors Warband||Carls Shadow Warriors|
|Leader: Any model within 6" of the Shadow Master may use his leadership instead of their own.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Elf Bow; Ithilmar Weapon (x2); Sword (x1); Ithilmar Armour; Helmet; Shield|
|Ithilmar Armour||5+ Armour Save.||-|
|Free Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; Sword (x1); Ithilmar Armour; Helmet|
|Ithilmar Armour||5+ Armour Save.||-|
|Free Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; Dagger (x1); Helmet|
|Free Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; Helmet|
|May not cast spells if wearing armour.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Helmet|
|1. Pool of Shadow||Anyone within 6" of the mage (including himself) may Hide, and count as in cover against enemy shooting. The spell is disrupted if an enemy enters the area of effect. Lasts until the start of the Shadow Weaver's next turn.; Difficulty (x7)|||
|2. The Living Shadows||Target one model within 12" of the mage and within 2" of a wall. He takes an S4 hit with no armour save.; Difficulty (x7)|||
|3. Wings of Night||Cast only if the mage is within 2" of a wall. He disappears, moves up to 12", and reappears within 2" of a wall. If he moves into combat, he counts as charging.; Difficulty (x6)|||
|4. Cloak of Darkness||As long as the mage doesn't attack (cast spells at, shoot, hit, etc.) enemy models, he cannot be attacked. He only intercepts charges if he wishes. Lasts until the mage attacks an enemy model.; Difficulty (x7)|||
|5. Shadowbind||Target one model within 24" of the mage and within 2" of a wall. He may not move unless he passes a Strength test on 2D6 in his recovery phase. If attacked, he acts as if he were Stunned.; Difficulty (x9)|||
|6. Shield of Shadow||One model gets a 5+ unmodified armour save. Lasts until the start of the Shadow Weaver's next turn.; Difficulty (x7)|||
|Armour & Shield||1||-||-||-||-||-||-||-||-||-||-|||
|Hand to hand||1||-||-||-||-||-||-||-||-||-||-|||
|Bow||1 Attack, 24" R, S3.|
|Dagger||+1 armour save, or save of 6+ if the model has none.|
|Elf Bow||1 Attack, 36" R, S3, -1 save modifier.|
|Elven Cloak||Anyone shooting at the wearer is at an extra -1 to hit.|
|Helmet||If the model is 'Stunned', roll a dice - on a 4+ it is 'Knocked Down' instead.|
|Ithilmar Weapon||+1 Initiative when using the weapon.|
|Shield||+1 Armour Save. -1 movement if used with Heavy Armour.|
|Sword||Parry: When your opponent rolls to hit, roll a D6. If you beat his highest 'to hit' score, one attack against you is negated.|
|Total Warband Cost: 600 GC.|
All non-Hired Swords Hate Dark Elves.
All Elven models double the range at which they can spot Hidden models.
Heroes get new advances at 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83 and 90 experience.
Henchmen and Hired Swords get new advances at 2, 5, 9 and 14 experience.
Heroes make Insanity Rolls at 1, 8, 15, 22, 28, 34, 40, 45, 50, 55, 59, 63, 67, 71, 74, 77, 80, 83, 85, 87, and 89 Insanity Points. Character must retire at 90 Insanity Points. Roll 4D6 and consult the chart in Town Cryer 8. This is done immediately.
Gain as follows: +1 for failing a fear or terror test, casting a Chaos or Necromantic spell, receiving a critical wound, getting poisoned or taking drugs. Cultists, Dregs, Magisters, and Necromancers gain 1/2 IP's.
Warband Rating: 93
Number of models: 5
Validation Results: |
Roster satisfies all enforced validation rules
|Troop Type||Count||Unused||Gold Crowns||Unused||Percent|
|Heroes (>=1model <=6model)||5||1||600||0||100%|
|Warriors (>=3model <=12model)||5||7||0||600||0%|
|Special Things Summary||6||n/a||0||n/a||0%|
Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.