Type
|
Number
|
Cost
|
Upkeep
|
Warband Rating
|
Illusionist
|
1
|
30
|
15
|
+16
|
Master of imagerys, seeming, and perception, Illusionists specialize in magics that
decieve the eye and mind. Misdirection, phobia, and phantasm are their stock in
trade, and their concelaing magics are particularly beneficial to a military force.
Some wise Captains seek out these wizards to help them fool and confound their enemies.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
Race
|
4
|
2
|
2
|
3
|
3
|
1
|
4
|
1
|
8
|
-
|
HUMAN
|
Warbands Allowed: All except Sisters of Sigmar, Witch Hunters,
and Chaos bands.
|
Skill Categories: Academic
|
Weapons and Armor: Dagger, Staff or Club
|
Special Ability: Illusion Spells. The
Illusionist starts with 2 of the following Spells (roll randomly). Should he gain
a skill raise, he may choose to randomly generate a new Spell from the following
list instead.
|
1. Phantom: The Illusionist sends an apparition of frightening
aspect at any enemy within LOS and no further than 24" that is not in HtH.
The enemy must make an immediate leadership check at -2 or flee 2d6" directly
away from the Illusionist and count as broken as described under the 'Leadership
and Psychology' rules. Not vs Immunity to Psychology or Immunity to Fear. Difficulty:
9
|
2. Veil of Protection: The Illusionist becomes invisible until
his next Recovery Phase. He counts as hidden for purposes of declaring charges and
shooting. If already in HtH, he may be immediately moved out of base to base contact
with all enemy models. Difficulty: 7
|
3. Cloaked Advance: Until the Illusionist's next Recovery Phase
all models within 4" of the Illusionist count as being hidden to all models
outside of this radius, even if in plain sight of their foes and even if running.
This prevents the declaration of charges and shooting against these models. However,
friendly models cannot see them either and do not count them for purposes of making
All Alone or other Leadership checks. The models inside the area of effect may see
normally and are therefore unaffected in any way. Difficulty: 9
|
4. Aspect of Doom: The Illusionist takes upon the seeming
of a dreadfully powerful being. The Illusionist causes an intense form of Fear that
imposes a -2 penalty to Leadership tests. Difficulty: 9, Duration: Remainder of
the Game
|
5. Illusionary Wall: The Illusionist crafts an illusionary obstruction
that may obscure a continuous area of up to 3" x 3", blocking Line of Sight.
This obstruction lasts until the casters following Recovery Phase. The obstruction
does not interfere with Movement, but does prevent the declaration of charges or
shooting thru it. A card template should be cut out to represent this obscured area.
Difficulty: 7
|
6. Illusionary Doppleganger: The Illusionist creates an illusory
duplicate of himself. This duplicate must be represented by an appropriate model.
The duplicate is treated as an independant warrior with the same statistics and
Spells as the Illusionist himself, but not skills. The duplicate is destroyed immediately
as soon as it takes a single Wound. Additionally, the duplicate may not cause any
actual damage. There is no limit to the number of duplicates that may be created
in this manner save that they must all be represented by an appropriate model. All
duplicates are dispeled at the end of the game. Difficulty 10.
|