|Pyromancers are Elemental wizards that focus on the magics
of Fire. Deadly close-in combatants, they are particularly useful to combat Trolls and
|Warbands Allowed: As Warlock
|Skill Categories: Academic
|Weapons and Armor: Dagger, Staff,
Sword; any two, no duplicates (i.e. cant have 2 swords or 2 staffs, but can have Sword and
|Special Ability: Pyromancy.
The Pyromancer starts with 2 of the following Spells (roll randomly). Should the
Pyromancer gain a skill raise, he may choose to randomly generate a new Spell from
the following list instead.
|1. Sunburst: An aura of burning light bursts from
the wizards form, striking all models friend or foe within 6" with a S4 hit,
including the wizard. This attack causes S5 hits against Undead. Difficulty 8. Range:
0", 6" radius. Armor Saves apply.
|2.Blinding Radience: The wizard may target a
single enemy within LOS and no further than 12" away with a blinding flash. The
targeted model is Blinded and may not do anything in his following turn. Should the model
move, direction is randomized. Range: 12" Difficulty: 9
|3. Flame Tongue: Once this Spell is succesfully
cast the wizard may thereafter breath mystic flames for the duration of the game. The
wizard may make an additional attack against a single foe each phase of HtH. This attack
hits automatically and wounds at S4. Any targeted model must also make a leadership check
or break immediately unless Immune to Psychology. Range: HtH, Difficulty: 11, Duration:
Remainder of the game, no Armor Save.
|4. One with the Flames: The wizard becomes immune
to all fire based attacks for the duration of the game. Difficulty: 6, Duration: remainder
of the game.
|5. Conflagration of Doom: The wizard may target a
single enemy model within LOS and upto 6" away. If the Spell is succesfully cast the
target bursts into flames, taking d3 S5 hits. Difficulty: 10, Range: 6".
|6. Heart of the Fire: The wizards summons a cloud
of Flames to surround himself with. These flames last for a full turn, until the Wizards
next recovery phase. Any model that the wizard comes into Base to Base contact thru any
means while these flames are active take an immediate S3 hit before HtH is resolved.
Additionally, while aflame the wizard causes fear and forces All Alone checks even when
his opponents are not All Alone. Difficulty: 10, Durations: 1 Full Turn, No Armor Saves.