Type
|
Number
|
Cost
|
Upkeep
|
Warband Rating
|
Seer
|
1
|
50
|
20
|
+20
|
Seers are those gifted with extra sensory powers. Some are able to look into the
future, others more widely in the now. Some see multiple possible paths which can
be manipulated, others only one inalterable path. For time outside of memory leaders
have valued the ability to know more than their enemies, and the wealthier band
leaders of Mordheim are no exception.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
Race
|
4
|
2
|
2
|
2
|
3
|
1
|
6
|
1
|
8
|
-
|
HUMAN
|
Warbands Allowed: All except Sisters of Sigmar, Dwarves, and Witch
Hunters.
|
Skill Categories: Academic
|
Weapons and Armor: Staff, Dagger.
|
Special Ability: Farsight. The Seer starts
with 2 of the following Extra Sensory powers (roll randomly). Should the Seer
gain a skill raise, they may choose to randomly generate a new ability from the following
list instead. These powers are not spells and the seer is not a spellcaster, but mechanically
these abilities are resolved in the same way as magical spells.
|
1. Flash of Insight: Up to D3 models of the warband may be positioned
anywhere on the board outside of the enemies sight and detection ranges after all
opponents have set up. Diff: Auto.
|
2. Sixth Sense: 4+ Unmodified save vs any Hostile effect. Lasts
for the duration of the game after cast. Difficulty: 9
|
3. Prescient: If rolling for a scenario, the Seers warband may
choose whether to be Attacker of Defender regardless of warband ratings. Should
an opposing warband have a similar ability, roll a die and add the I of each warbands
leader. High roll picks. Diff: Auto
|
4. Clairsentient: The Seer may see anywhere on the board; they
auto-detect all models on the board and can point them out to fellow band members
within 6" of him. Hidden models no longer count as hidden until they can legaly
regain that status later. Difficulty 7.
|
5. Dire Warning: One Hero or Warrior (including hirelings) has
been warned to beware of death. Having taken due precaution, one Hero may reroll
his first Serious Injury result OR 1 Henchman or Hireling may reroll to see if he
leaves the band. In both cases the second roll stands. Diff: Auto.
|
6. Foretold: The Seer may foretell an enemies misfortune. A
chosen enemy on the board must reroll every succesful die roll for the remainder
of the game including Serious Injury rolls between 41 and 56. The second roll stands.
Difficulty: 11, Range: board
|