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Mage Warden Liberator Protector

80pts 55pts 60pts

Quality Defense Quality Defense Quality Defense


3+ 4+ 3+ 3+ 3+ 3+

Hand Weapon (A2) Spear (A2, Phalanx) Shock Glaive (A2, Rending)

Hero, Tough(3), Wizard(2) Tough(3) Stealth,Tough(3)

Retributor
55pts

Quality Defense
3+ 4+

Shock Hammer (A2, AP(2))

Tough(3)

Warden Spells
Eternal Wardens - Important Rules
AP(X) - Enemy units taking hits from weapons with this special rule get -X to
Defense rolls.
Terrify (4+): Target enemy unit within 12”
Hero - Friendly units within 12” of a model with this special rule may use its
gets -1 to hit next time it shoots.
quality for morale tests instead of their own, as long as it is not Stunned.
Thunder (4+): Target enemy unit within 12”
takes 2 automatic hits with AP(2). Phalanx - Enemies charging units where all models have this special rule don’t
count as having charged for the purpose of special rules, and they must
Star Chains (5+): Target enemy unit within take a Dangerous Terrain test before attacking.
18” moves -6” next time it charges.
Lightning (5+): Target enemy model within Tough(X) - Models with this special only roll to check wound effects once they have taken at
12” takes 1 automatic hit with AP(3). least X wound, and are only Knocked Out on rolls of 5+X or more. When
Stunned and charged or hit by shooting, they take one wound instead of being
Shock Speed (6+): Target friendly unit within Knocked Out, unless they already have X or more wounds.
12” may immediately move by up to 6”.
Rending - Whenever you roll an unmodified to hit result of 6 whilst using this weapon, that
Storm (6+): Target 2 enemy units within 6”
hit counts as having AP(4), and it ignores the Regeneration rule.
take 8 automatic hits each.

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