0 - 50% Characters 25 - 100% Regiments 0 - 25%* War Machines 0 - 25% Allies
* This value may be increased to 35% if Count Leo da Vincenza is included in your army.
Hand Weapon Free Extra Weapon 1 Double-handed Weapon 2 Flail 1 Spear / Trident 1 Halberd 2 Lance 2 Spear-hook 2 (Windfinders only) Harpoon *
* May only be used by Leviathan Hunters, and is included in their cost.
Bow 2 Crossbow 3 Sling 1 Pistol 2 (Reasoners only)
Shield 1 Light Armor 2 (Windfinders may not wear armor.) Heavy Armor 3 (Windfinders may not wear armor.) Horse Barding 4 Cloak of Commitment *
* May only be used by certain units as specified in the army list, the points are included in their base cost.
Profile M WS BS S T W I A LD Tilean General 4 6 6 4 4 3 6 4 9
Profile M WS BS S T W I A LD Tilean Battle Standard Bearer 4 4 4 4 3 1 4 2 7
Profile M WS BS S T W I A LD Hero 4 5 5 4 4 2 5 3 8
Profile M WS BS S T W I A LD Champion 4 4 4 4 3 1 4 2 7
Water Casters use Water Magic.
Profile M WS BS S T W I A LD Points Magic Items Water Seeker 4 3 3 3 4 1 4 1 7 56 1 Water Finder 4 3 3 4 4 2 4 1 7 118 2 Water Drinker 4 3 3 4 4 3 5 2 7 190 3 Water Maker 4 3 3 4 4 4 6 3 8 287 4
Priests of the White Path use Follower Magic.
Profile M WS BS S T W I A LD Points Magic Items Believer 4 3 3 3 4 1 4 1 7 61 1 Follow 4 4 3 4 4 2 4 1 7 128 2 Inquisitor 4 4 3 4 4 3 5 2 7 205 3 Potentate 4 5 3 4 4 4 6 3 8 307 4 Warhorse 8 3 0 3 3 1 3 1 5 +3
Profile M WS BS S T W I A LD Windfinder Firecharmers 4 3 3 3 3 1 3 1 7
Profile M WS BS S T W I A LD Leviathan Hunters 4 3 3 4 3 1 3 1 7
One unit of Windfinder Sharkfangs may be included in your army. At sea, Sharkfangs use their sharp, curved hooks to grab the enemy and pull them overboard. When fighting on land, these weapons are equally effective, pulling the enemy to the ground, and pulling mounted warriors off their horses.
Profile M WS BS S T W I A LD Windfinder Sharkfang 4 3 3 3 3 1 3 1 7
Profile M WS BS S T W I A LD Windfinders 4 3 3 3 3 1 3 1 7
Profile M WS BS S T W I A LD Tridenteer 4 3 3 3 3 1 3 1 7
Profile M WS BS S T W I A LD Sartosan Fisherman 4 3 3 3 3 1 3 1 7 with a net +1
Profile M WS BS S T W I A LD Chariot Crew 4 4 3 3 3 1 3 1 7 Chariot - - - 7 7 3 1 - - Horse 8 0 0 3 3 1 3 0 5
Options: Charioteers may be equipped with halberd's instead of spears for +1 points per model. They may exchange their light armor for heavy armor for an additional +1 points per model. Each chariot may contain 2 extra crewman for 9 points per crew, plus the cost of optional equipment. Chariots may have scythed wheels for an additional +20 points. The horses may be given barding for +32 points.
Special: See the Warhammer Fantasy Rulebook for Chariot rules.
Profile M WS BS S T W I A LD Gladiators 4 4 3 4 3 1 4 1 7
Profile M WS BS S T W I A LD Legioneers 4 4 3 3 3 1 3 1 7
Profile M WS BS S T W I A LD Swordmasters Templar 4 4 3 4 3 1 4 1 7 War Horse 8 3 0 3 3 1 3 1 5
Profile M WS BS S T W I A LD Mad Monks 4 4 3 4 3 1 3 2 10
Profile M WS BS S T W I A LD Path Guiders 4 4 3 3 3 1 3 1 7 Horse 8 0 0 3 3 1 3 0 5
Profile M WS BS S T W I A LD Halberdiers of the Mount 4 3 3 3 3 1 3 1 7
Profile M WS BS S T W I A LD Followers 4 3 3 3 3 1 3 1 7
Profile M WS BS S T W I A LD Missionary Fanatics 4 3 3 4 4 1 3 2 10
Profile M WS BS S T W I A LD Vermin Hunter 4 3 3 3 3 1 4 1 7
Profile M WS BS S T W I A LD Merchant Guard 4 3 3 3 3 1 3 1 7
Profile M WS BS S T W I A LD Reasoners 4 3 3 3 3 1 3 1 7
- The last words of the Great Potentate Pinocco the Infidelitous
before succumbing to the Red Pox.
Equipment: The crew are armed with hand weapons.
Save: None
Options: The crew may be equipped with light armor for +2 points per model.
Profile M WS BS S T W I A LD Logging Engine * - - 7 7 4 - * - Crew 4 3 3 4 3 1 3 1 7
*special (see below)
Range Strength Save Wounds to Hit Logging Engine Special 7 None d3
Equipment: The crew are armed with hand weapons and wear light armor.
Save: 5+
Special Rules:
Move: Depending on how fast the crew spins the blades, the Logging Engine can move from 0-
6" during the movement phase. However, for the blades to spin fast enough to cause damage, the crew
must keep the engine moving at a speed of at least 2". The engine may make a 90-degree turn by using
1"
of its movement.
Attacks: Any model along the 3" front (that's width) of the engine may try to jump out of the
way by rolling under their I on d6. Those that do not get out of the way suffer d3 S 7 hits. Any model in
its path as it moves forward is run over, suffering a single S 6 hit.
Damage: Hits to the War Engine should be worked out on the table below.
Dice Roll Location Hit 1-5 Logging Engine 6 Crew
The balloon is operated by two crewmen
Profile M WS BS S T W I A LD War Balloon 8 - - 4 3 2 - * - Crew 4 3 3 4 3 1 3 1 7
Range Strength Save Wounds to Hit War Balloon Bombs 6" 7 None d3
Flying High: On the first turn, the War Balloon's sand bags are thrown overboard, sending the it speeding into the sky. The War Balloon is considered Flying High while aloft. Unlike the normal rules for Flying High, however, the War Balloon is not removed from the table. It is flying high enough to be out-of-range of ground missile fire, but it is also close enough to allow for it's deadly bomb attack.
Bomb Attack: The bomb may be thrown within 6" of the War Balloon. Place the 2" template and roll the scatter dice. On a miss, the bomb moves d3" in the scatter dice direction. Any unit under the template takes a S 7 hit causing d3 wounds.
Move: The propellers grant the War Balloon a limited degree of movement. However, the winds present at such high altitudes make its movement somewhat erratic. Before it moves, roll a scatter dice and move the balloon d6" in that direction. If a HIT is rolled, examine the chart below.
Roll Consequence
The War Balloon may be landed. To do so, the controlling player declares it will land during the charge phase. The War Balloon may move as usual during its descent. When it alights, any models in the balloon may exit at the beginning of the next turn. Note that during it's descent it may not be considered charging. In addition, it will be susceptible to ground fire.
Storms, those caused by some of the more mind-numbing spells, will ravage a War Balloon. If a storm is unleashed, the War Balloon immediately suffers d3 S 3 wounds, and is blown 2d6" in a random direction. While the storm is in progress, the crew loses all control of the War Balloon. On it's next turn, it must land or be blown off the table. It will land randomly 2d6" from its starting position.
Profile M WS BS S T W I A LD Water Cannon 4 - - - 7 3 - - - Crew 4 3 3 3 3 1 3 1 7
Range Strength Save Wounds to Hit Water Cannon Special 10 None Special
Equipment: The crew is armed with hand weapons.
Save: None.
Special Rules: Use the Dragon Breath template. Set the template in front of the Water
Cannon. All models which are covered by the template are automatically hit, and must roll to wound vs.
a
S 10 hit. Instead of taking a wound, however, a model is knocked to its feet by the force of the blast.
Any
unit hit by the cannon may only defend, they may not attack or move. During their next movement
phase,
they may make only half their normal move/charge. In addition, all fires or fire-throwing weapons are
extinguished. Weapons that are fire based must take time to dry out (usually with a frantic crew draining
water from all its parts). Such a weapon cannot fire again until it rolls a 4, 5, or 6 on a d6. Test at the
beginning of each firing phase for the weapon / unit.
Profile M WS BS S T W I A LD Portable Bridge - - - - 7 3 - - - Crew 4 3 3 3 3 1 3 1 7
The bridge takes one complete turn to construct, and requires that at least 2 crew be present. At the beginning of the next turn, prior to the movement phase, place the bridge starting from within 1" of the crew. The bridge may not exceed 6" in length, and it measures 2" in width. Any units may use the bridge after it is in place, starting with this turns movement phase. While the bridge can be destroyed, it cannot be dismantled once assembled. At the same time, however, malfunctions in its construction have been known to occur. The first time a unit or figure crosses the bridge, roll a d6. On a d6 roll of 6, something has happened to the bridge: roll on the Faulty Construction Chart, below.
Roll / Consequence
Profile M WS BS S T W I A LD Harpoon Thrower - - - - 7 3 - - - Crew 4 3 3 3 3 1 3 1 7
Range Strength Save Wounds to Hit Harpoon Thrower 48" 6 (-1 per rank) None d6
Equipment: The crew wield a hand weapon and wear light armor.
Save: 6
Special Rules: In general, the standard rules for bolt throwers apply. However, the barbs on
the harpoon are designed so that it will become stuck in the flesh of any monster-sized creatures
(anything
smaller, such as humans, it simply goes straight through...). With the rope attached, a monster hit by the
harpoon is limited. During your turn, the monster may be pulled 4" closer to the harpoon crew, moving
in
a straight line. While the winch is in use, the harpoon thrower may still be fired, but no rope may be
attached, such that it will function exactly like a bolt thrower. So long as the monster is being wheeled
in,
all shots from the Harpoon Thrower are at +2 to hit.
At the beginning of each turn, if the harpooned creature rolls under its S on d6 (exception: a 6 is always a failure), it is free. So long as it is attached to the winch, the creature cannot move in any direction except toward the harpoon gun. In addition, at the beginning of each combat round there is 1 automatic hit against it (roll to wound as normal, but against the S of the creature itself. In other words, there is a wound on a roll of 4, 5 or 6.) This represents possible further damage by the hunters trying to push the harpoon in further and the creature injuring itself as it tries to break free.
Profile M WS BS S T W I A LD Fell Fire Thrower - - - - 7 3 - - - Crew 4 3 3 3 3 1 3 1 7
Range Strength Save Wounds to Hit Fell Fire Thrower 60" special special special
Equipment: The crew are armed with hand weapons.
Save: None
Special Rules: Fell Fire: The firing rules for stone throwers apply. However, instead of rolling to wound,
Fell Fire will kill all those under the template who don't roll a 4 or more on a d6. Any models not killed
outright (creatures with more than one wound) suffer 1 wound each turn thereafter unless they move
within 1" of a source of water. Leave the template in place (I would suggest cutting out a couple of spare
templates before play) - Fell Fire will keep burning until extinguished. (Certain Magic Spells will take
care of that...) Any model stepping through the area where Fell Fire is still burning suffers a single S4
hit, with no save.
Fell Fire causes damage to buildings as under the Fire rules in the Warhammer Rule Book. Also note that this will have the normal fire attack against creatures which are susceptible to fire (such as treemen).
The Tilean Army may allocate 25% of its points with troops from any of the following allies:
WAR TELESCOPE (50 points)
Allows any war machine unit to re-roll it's misses with ballistic war machines. Any roll on the
scatter dice that does not result in a hit may be re-rolled once. If the roll still does not result in a hit, the
artillery dice result may be reduced by half.
RING OF LIGHT (75 points)
The Ring of Light cloaks the bearer in a shield of pure grail fire. Any magic spells cast at the bearer
may be instantly dispelled. The ring may be used only three times in this manner.
GREATER CLOAK OF COMMITMENT (70 points)
Strand by strand, fine worm-spun silk is dipped into the fountain of the Temple of Jean the Pios and
woven via a complex magic spell known only to the greater priests of the temple. The Greater Cloak of
Commitment will dispel all spells (except those of the White Path) on a d6 roll of 4, 5, or 6. In addition,
the Greater Cloak of Commitment allows the wearer to re-roll any missed save, saving on a 4, 5, or
6.
SCROLL OF RIGHTEOUSNESS (75 points)
The Tome of Righteousness may be used in conjunction with any Follower Magic Spell. When cast,
place this card on the table to allow the spell-caster to ignore any and all dispel magic or destroy magic
cards. The spell cast cannot be dispelled in this magic phase. If the spell has a duration of more than one turn, this card provides no more protection from dispels after the phase in which it is cast.
HOLY SEPULCHER OF FORGIVENESS (100 points)
The flat lands of the One God are barren but for the souls of those waiting for their turn to enter the gates of the afterlife. A single white path splits across this desert, showing the way to the gates. Depending on the character of the dead, the journey to the gates can take moments or centuries across the parched clay of the Path.If the bearer is killed, they are sent to the flat lands of the One God to be healed. Remove the model from the table immediately and for the remainder of the next turn. At the end of the next turn, after the magic phase, return the figure to within 6" of its previous position. The character is fully healed, and may continue as normal at the beginning of the following turn.
TOME OF THE WAY (150 points)
The Tome of the Way allows the bearer to have extra magic spells available during the battle. Before
the game begins, roll d3; this will represent the number of extra magic spells that the White Path Priest
may take with him into battle.
BOOTS OF WATER WALKING (15 points)
The Boots of Water Walking allow the wearer to walk across any body of water, be it river, lake, or
stream, as if it were clear ground.
SWORD OF STONE (65 points)
The Sword of Stone is a double-handed weapon believed to be crafted from Grail Fire during the
reign of one of the earlier Potentates. The wielder of this weapon gains +1 S and +1 WS. The Grail Fire
used to sharpen the blade has given it an edge which normal armor cannot resist. No saving through for
any wounds caused.
THE RED GRAIL (75 points)
The Red Grail purportedly contains the spirit of the Great One herself. When Undead are within 12"
of the grail, they will see a brilliant, blinding light emanating from the bearer. All attacks against the
bearer of the Red Grail are made at -1 to hit. When held, the gold-gilded Red Grail bleeds dark red blood,
giving the grail its name. Over the course of one day, it will bleed enough for one drink. When
swallowed, the Red Grail will heal all wounds.
THE SILVER LAUREL OF CAESAR (100 points)
The Silver Laurel has been passed down from Caesar to Caesar since the birth of the Great Council.
The Silver Laurel enhances the wearers tactical and command abilities. All friendly units within 24" may
maneuver with no movement penalty - they may turn any number of times, and expand and contract their
ranks as often and by as much as they like. In addition, all units within 24" test their LD as the
bearers.
SPEAR OF HOLDING (35 points)
The Spear of Holding grants the bearer extra strength and ferocity in the face of a charge. If the
bearer has been charged this turn they fight back at S +1. In any round of hand-to-hand combat, the
bearer and their unit make break tests at LD 10, and always add 1 to their combat result.
RAT-SLAYER (25 points)
The sword of Antonious Ratsbane, Rat-Slayer imbues it's wielder with extra speed in it's attacks.
The wielder of Rat-Slayer receives +1 WS and +1 I. Against Skaven, Rat-Slayer will cause d3
wounds.
If Caesar is present, then he must be your general. The Caesar is responsible for the protection of Tilea from any potential enemt invaders. Since the title of Caesar has largely been hereditary, Caesar was trained from the time he could walk to be the next leader of the Tilean Legion.
Profile M WS BS S T W I A LD Caesar Oremor 4 6 6 4 4 3 6 4 10
A former gladiator, Antonious saved Oremor's life when they were boys in the Great Races. Antonious has also earned the respect of his fellows and the people of Miregliano for his many victories in the Blighted Marsh. Recently, however, his otherwise satin image has been attacked by reports of plots to take the Caesar's place, and dark whispers of murderous palace intrigue. Caesar Oremor vehemently denies any such action by his beloved friend, yet even his advisors are reportedly trying to convince him otherwise.
Profile M WS BS S T W I A LD Antonious Ratsbane 4 5 5 4 4 3 4 3 9 Warhorse 8 3 0 3 3 1 3 1 5
Weapons / Armor: Antonious wears light armor and carries a shield. If he does not have Rat-
Slayer with him, he will use a hand weapon.
May Ride: Antonious may ride a horse, a warhorse for +3 points (his preferred mount), or a
chariot for +61 points.
Options: Antonious may wear any of the armor or weapons listed in the equipment list, as well
as any appropriate magic items.
Special Rules: Hatred for Skaven: Antonious Ratsbane has a deep hatred for Skaven,
as per the Warhammer Rule Book.
Profile M WS BS S T W I A LD Leo da Vincenza 4 3 3 4 4 3 5 2 9
Weapons / Armor: Count Leo is armed with a hand weapon.
May Ride: Count Leo da Vincenza may ride a warhorse for an additional +3 points, or a
monster.
Options: Count Leo may use any of the weapons from the Equipment list.
Special Rules: If Count Leo da Vincenza is in your army, you may spend an additional 10% of
your points allocation on war machines. At the same time, however, Count Leo da Vincenza would be too
disinterested to join any battle that had fewer than 15% of its total points allocated to war machines. In
other words, 15-35% of your army must be composed of War Machines.
After the Skaven took the town of Escantos, it was believed lost. However, Notra Daemusbrood recovered the weapon from the body of the Skaven warrior Inquial after foretelling its return with a Skaven attack on Remas. Notra Daemusbrood is not a follower of the White Path, but lives in the Temple of Jean the Pios, providing advice on important matters of state. It is said his ability to look into the future has provided the current Potentate with information that has helped him rest much power and land from the independent territories between it and Luccini.
Profile M WS BS S T W I A LD Notra Daemusbrood 4 3 3 4 4 3 5 2 9
Daemusbrood is a 3rd level wizard of the Gold college.
Weapons / Armor: The Seer is armed with the Sword of Stone or a hand weapon.
May Ride: Notra Daemusbrood may ride a horse, a warhorse (for +3 points), or a monster.
Options: Notra Daemusbrood may wield any weapon on the equipment list. He also may wear
any armor in the equipment list, but by so doing will be unable to cast any magic.
Special Rules: Because of his ability to foretell, he may re-roll any dice roll once during the
game.
Vercelli the Gray is the head Rat Hunter in the city of Tobaro, responsible for directing the de- verminization of the city as ordered by the current prince of Tobaro. The Vermin Hunters fall under his general authority, and he has been granted additional broad administrative powers to eradicate the hordes from the blight, permitting him to adopt random inspections of all food-stores to search for any Skaven.
In battle, Vercelli is always surrounded by a rat swarm that moves and fights with him.
Profile M WS BS S T W I A LD Vercelli the Gray 4 3 3 4 4 2 4 1 7 Rat Swarm 6 3 0 3 2 5 1 5 10
Vercelli is a Wizard Champion of the Gray College of Magic.
Weapons / Armor: Vercelli carries a hand weapon. He wears no armor.
May Ride: Because of the swarm of rats which always surrounds him, Vercelli cannot ride - no
steed will come near him!
Options: Vercelli may use any weapon provided in the Equipment Lists. Vercelli may wear
armor, but if he does so he gives up his ability to cast spells.
Special Rules: Vermin Song: Instead of fighting in hand-to-hand combat, Vercelli
may play his flute, Vermin Song. When Vermin Song is played, all Skaven and rat-like creatures within
6" must roll under their LD on 2d6 or become entranced. While in this state, they will move at their
normal move at Vercelli discretion. If they are sent beyond the 6" range, they will be freed from the
trance. While in a trance, they may not fight or defend themselves. If they are sent into water they will
drown. At the beginning of each turn, the Skaven may attempt to escape the trance again, but with a -1
modifier to their roll.
Rat Swarm: Wherever Vercelli goes, the power of the Vermin Song flute draws rats and other rodents to him. Vercelli sees this as a great curse, but the rats are so enchanted by his presence that they will die for him. During combat, if Vercelli is wounded on a d6 roll of 4, 5, or 6 the wound(s) will be taken by the rat swarm instead. The rat-swarm will follow the wizard wherever he goes, and will contribute their attacks to all hand-to-hand combat.
Morgana once coordinated the raids on the Sartosan Straight pirate lairs. Having grown tired of the conduct of marine warfare, she decided to try here hand as a land-dweller. One month after she convinced Marcovious to give her the defense of Luccini, Morgana repelled an Orc and Goblin horde which had descended from the mountains of the Border Princes and marched unchallenged to the gates of the city. Surrounded by the last defense of Luccini Windfinders, she single-handedly took out the heart of the Orc general Igthod Toadlicker. With this victory came great fame and fortune, and she is now one of the most successful generals in the land of Tilea.
Profile M WS BS S T W I A LD Morgana 4 5 5 4 4 2 5 3 10
Weapons / Armor: Morgana has converted well-enough to the intricacies of Land-luggers (or
whatever it is they call themselves, she has never quite understood). She is willing to wear light armor
(don't try to make her wear anything heavier...) and a shield. She always carries her Spear of
Holding and a hand weapon.
May Ride: Like other Windfinders, Morgana will not ride a mount, preferring to stick to her
feet.
Options: Morgana may wield, in addition to her Spear of Holding, any weapon listed
in the Equipment List. Morgana is a Windfinder, so she may swim.
The Great Potentate has taken a vow of celibacy, a vow of poverty, and a vow against gluttony. When he goes to war, he rides in his Seat of Holiness (for he is too bulky for an ordinary warhorse), with at least three nubile wenches accompanying him, hand-feeding him with fine wines and legs of mutton. His Seat of Holiness is made of gilded gold, and he wears beautiful necklaces of gold, platinum, silver, and diamond. He and his seat or so heavy that 10 mean are required to port him about from place to place.
Profile M WS BS S T W I A LD The Great Potentate 4 5 5 5 4 4 5 3 10
The Great Potentate is a Fourth Level Priest of Follower Magic.
Weapons / Armor: The Great Potentate wields a double-handed sword. He wears heavy
armor.
May Ride: The Great Potentate is too large to ride a regular warhorse. He may move around
on foot, but normally he rides his Seat of Holiness into hand-to-hand combat.
Options: The Great Potentate can wield any weapon or armor from the Equipment List (except
for the pistol).
Special Rules:
Devout Followers: All Followers within 6" of the Great Potentate are subject to
frenzy.
The Seat of Holiness: The Seat of Holiness is borne by 10 devout followers. Should any of the
bearers be killed, the seat may be carried as follows: 8-10 followers may move 4", 6-8 followers may
move 2", the Sear of Holiness can not be borne by less than 6 followers.
Profile M WS BS S T W I A LD Seat of Holiness - - - - 7 3 - - -Seat-Bearers 4 3 3 4 3 1 3 1 10
Equipment: The Seat-Bearers are armed with a hand weapon and wear light armor, and carry a
shield.
Save: 5+
Options: The Seat-Bearers may wear heavy armor for +1 point per model. They may carry
spears for +1 point per model.
Special Rules: Any hits against the Great Potentate and his Seat of Holiness should be
distributed as follows (roll a d6):
Missle Attacks Hand-to-Hand 1-2 1-4 Seat-Bearers 3-4 5 Seat of Holiness 5-6 6 The Great Potentate
Profile M WS BS S T W I A LD Licentious the Widower 4 4 3 4 4 3 5 2 7
Weapons / Armor: Licentious wields a hand weapon.
May Ride: Licentious may ride a warhorse for +3 points.
Options: Licentious the Widower may use any weapon or armor from the equipment list (except the
pistol).
Special Rules: Fear: Licentious the Widower glows with a bright inner light, and he
exudes an aura of pure White Magic. Because of this aura and his twisted, ghostly-pale form, Licentious
causes fear.
Water Walk
Power 1 Range 36"
One character or unit may walk on water as if it were clear ground. This spell will remain in play
until dispelled or the Wizard casts the spell on another unit.
Water Weave
Power 2
When cast, all bodies of water within 36" of the caster are woven tight as solid earth. Rivers, ponds,
and streams become normal ground for all purposes.
Well Water
Power 2 Range 24"
This magic summons water buried in the earth to the surface. Immediately after it is cast, a 6"
diameter swamp appears at the target location. The swamp is considered difficult ground. At the end of
the next turn, the swamp becomes a pond. Any creature still standing in the area where it is forming
drowns, with no save.
The Tentacles of Animos
Power 3 Range 12"
When this spell is cast, Water in the air and from the ground coalesces to form 2d6 tentacles
emanating from the caster. While this spell is in effect, the wizard's move is increased to 6". The
tentacles enable the wizard to attack any model(s) within 2". This may include models in a
second or third rank of a unit. A dispel will destroy d6 tentacles.
Saint's Fire
Power 2 Range 36"
Saint's Fire gives any unit it is cast upon a radiant glow of electrical power. Any attacks by the
character or unit will cause an extra S 4 Electrical attack, resulting in d3 wounds. If any storm causing
spells are cast or are in effect, such as the High Magic spell The Tempest or the Water Magic spell
Hurricane, the additional attack hits at S 6 and causes d6 wounds. If an electrical attack is made against
the unit (such as by an Electrical Dragon), the attack is made at 1/2 Strength, and the Strength of the units
attacks are again increased (to S 6 and d6 wounds). Creatures immune to electrical attacks are also
immune to Saint's Fire. Saint's Fire remains in play until dispelled.
Light of Truth
Power 1 Range 12"
As the pure radiance of the White Path glows around the priests head, those looking in his direction are compelled by a greater voice to speak truth. All things hidden about the target's body are revealed to the caster, magic items and talismans of power glowing in a light-sucking red.Casting this spell allows the priest to examine any magic items or spell cards of a single wizard or hero within 12".
Hand of Glory
Power 1
The Hand of Glory will move any unit immediately into base-to-base contact with an enemy unit
within 24" as if charging, with 1d6 added to the combat result.
The Blessed Martyr
Power 2 Range 36"
When cast on any unit which has taken casualties in the last round of hand-to-hand combat, the unit
immediately goes into a religious frenzy and gains one additional attack, made immediately, on it's foe.
In the next turn, they will continue to be in a frenzy (as per the Warhammer Rule Book), and will stay that
way until the other unit is destroyed, or a dispel is cast.
Crucible of Might
Power 3
The wizard is aided by the hand of the One God in his blessed fight against the enemy. A unit in
hand-to-hand combat with the wizard immediately suffers 3d6 S 5 hits.
The Whispered Covenant
Power 1 Range 24"
Followers of the Red Path and the One God often make personal oaths before stepping into battle. If the One God hears, then they are blessed with favors. As they march into battle, the One God whispers in the warrior's ears of the benefits of life in the after-world should they die in battle.When cast, any character killed this turn is immediately brought back to life for one turn. At the end of the next turn's magic phase, the character dies permanently as his soul proceeds directly into the afterlife, and may not be brought back to life, or raised from the dead (to become Undead).
Curse of the Light
Power 1
If a Wizard fails to dispel a Black Magic or Necromancer spell using a Dispel Magic or a Destroy
Magic Spell, casting this spell permits the Wizard to make a single re-roll on the attempt to dispel.
The Wandering Way
Power 1 Range 36"
When cast upon an opposing unit, the unit will become confused, losing confidence and their raison
d'etre. The unit will halt what they are doing and ponder their sudden doubts for the next turn. If they
are in hand-to-hand combat, they must immediately pass a LD test of flee. Such models may not test
against the LD of their champion, hero, or other character. While so doing, they will not attack, but they
may defend themselves. The unit will remain in this state of deep inner thought until they pass a LD test
at the beginning of their movement turn.
Blessed Aura
Power 1 Range 24"
When cast upon a friendly unit, an unnatural light surrounds the unit as a token that they will and
are fighting for the right. The unit need take no psychology or break test until the spell is dis-spelled, or
the priest recasts it on another unit.
Grail Fire
Power 3
The priest opens a conduit direct to the afterlife, filling him with power. As the priest is consumed, a
ring of pure magic spreads outward from his dying shell like a ripple on a pond. All models in base-to-
base contact with the priest immediately suffer d6 S 10 hits, no save. All models within 12" suffer d6 S 7
hits. All models between 12 and 24" suffer d6 S 5 hits.
By Doran Amos © 1997