Wip the Outcast [1]

(Unit)
Type: unit
Category: HERO: You MUST Manually Validate Unlocks
Categories: @Hero, @Hero/Mon/Ttn/War Eng, %[H] Artefacts, %Limited/Unique, HERO: You MUST Manually Validate Unlocks
EntryId: ce7b-c38c-ae92-c4c4
Hidden: false
Costs: 105 pts

Constraints:

max(roster): 1
Options (1)
Rules (7)
Wip's Tribal Magic
Wip the Outcast [1]: For each Friendly Core Hvy Inf Regiment, Hvy Inf Horde, Hvy Inf Legion or unit of Wip's Playmates within 6", increase the amount of dice rolled with Heal, Hex, Lightning Bolt, and Weakness by 1 to a max bonus of +3.
Individual
Never block LoS and does not provide Cover. Free 360 degree pivots before Movement orders and picking Ranged targets. Nimble, and may protect this unit's facings in Friendly base contact. Yielding (KoW3 p34), unless also Mighty. Enemies making Ranged attacks against this unit suffer an additional -1 to hit modifier. Steady Aim. Aligns to the first Charger to contact (except during Overrun), but the Chargers shuffle. Enemies, and this unit, do not double/triple attacks against each other for flank/rear Charges, except this unit against War Engines. Overrun (KoW3 p34).
Inspiring
If this unit, or any Friendly Core unit within 6" is Routed, the opponent must re-roll that Nerve test, according to name or keyword qualifiers. The second result stands.
~Heal
RANGE: 12" || TARGETS: Friendly, Self, CC || MODIFIERS: - || EFFECT: For each hit landed, the target removes 1 damage previously suffered.
~Hex
RANGE: 30" || TARGETS: Enemy || MODIFIERS: - || EFFECT: Instead of damaging, if 1 or more hits land, the target Enemy unit is Hexed and receives 2 damage each time it lands a hit with a spell until the end of its next Turn. A Nerve test is not required for this damage. No effect on Spellcaster: 0 units.
~Lightning Bolt
RANGE: 24" || TARGETS: Enemy || MODIFIERS: Piercing (1), hits on 5+ against units in Cover || EFFECT: Roll to damage as normal.
~Weakness
RANGE: 24" || TARGETS: Enemy, CC || MODIFIERS: - || EFFECT: Instead of damaging, if 1 or more hits land, the target unit has a -1 modifier when rolling to damage during their next Turn (any rolls that unit makes of natural, unmodified 6 will still damage). Non-cumulative.

Profiles:

Profile TypeKeySpMeRaDeAttNeUSHt
N: Wip the Outcast [1]

Hero (Cav)

~Spellcaster: 1, Outcast

6

5+

-

4+

1

11/13

0

2

Individual, Inspiring:(Orcling only), Wip's Tribal Magic
~Heal (2) ~Hex (2) ~Lightning Bolt (3) ~Weakness (2)

Misc
Wip's Tribal Magic

Wip the Outcast [1]: For each Friendly Core Hvy Inf Regiment, Hvy Inf Horde, Hvy Inf Legion or unit of Wip's Playmates within 6", increase the amount of dice rolled with Heal, Hex, Lightning Bolt, and Weakness by 1 to a max bonus of +3.

Modifiers:

add category ~Veil of Shadows [1]