Lothlórien Stormcaller

(Entry)
Type: model
Categories: 25mm, Infantry, Hero, Legacies, Elf, Lothlórien
EntryId: ff6c-ce04-ca1d-3ea9
Hidden: false
Costs: 65 Points

Constraints:

max: 1
min: 1
Options (1)
Rules (4)
Elven
If a model fights with an Elven weapon in a Combat, they will be more likely to win the Duel Roll in the result of a Drawn Combat. In these instances, a Good model armed with an Elven Weapon will win the roll-off on a 3+, whilst an Evil model armed with an Elven weapon will win the roll-off on a 1-4. If both sides have an Elven weapon, neither side gains the benefit.

Some Missile Weapons may also be classed as Elven weapons; however, the above bonus only applies to Melee Weapons as a model cannot choose to fight with a Missile Weapon in a Combat.

Any weapon with the word 'Elf' in its name is automatically considered to be an Elven weapon.
Woodland Creature [Active]
A model with this special rule may Move through areas of woods and forests that are classed as Difficult Terrain as if they are Open Ground. If a Cavalry model has this special rule, but their Mount does not, then this rule does not apply to the Mount. If a Mount has this special rule, then they will still gain their Cavalry Charge bonuses when they Charge, even if the rider does not have this special rule.
Powers of Nature [Passive]
If this model rolls a natural 6 during its Casting Test, then upon completion of the Magical Power it regains a number of Will Points equal to the number of Will Points spent during the Casting Test.
Resistant to Magic [Passive]
Every time this model is targeted by a Magical Power, they gain an additional free dice when making a Resist Test, even if they have no Will Points remaining or decide not to use any Will Points. This is cumulative with other rules that confer a similar effect.

Profiles:

Wargear
Armour:

A model wearing armour will add 1 to their Defence characteristic.

Where a model is listed as having a type of armour in its profile, then the improvement in its Defence characteristic will already have been included in their profile. If a model has the opportunity to upgrade one type of armour to another, then they will replace one with the other - they will not get the Defence benefits of both.

Hand Weapon:

These are the standard kind of weapon a model may carry, and is anything wielded in a single hand, such as a sword, an axe, a mace or all manner of other weapons. The exact kind of weapon being carried doesn't matter; all hand weapons function the same. A hand weapon has no specific rules attached to it.

Hero Move ValueFight ValueShoot ValueStrengthDefenceAttacksWoundsCourageIntelligenceMightWillFateRaceFactionUnit TypeBase SizeHeroic ActionsHeroic Tier
Lothlórien Stormcaller

6"

5

3+

3

4

1

2

5+

5+

1

3

1

Elf

Lothlórien

Hero, Infantry

25mm

Channelling

Minor Hero

Magical Power DurationRangeCasting
Call Winds

Instant

This Magical Power targets one enemy model within range. The target is immediately blown D3+3" directly away from the caster in a straight line. If the model comes into contact wth another model or piece of terrain, then it will immediately stop. After it has been blown back, the target is knocked Prone. If the target was Engaged in Combat, the effect is the same and they can be blown out of a Combat.

Enchant Blades

Temporary

This Magical Power targets one friendly model within range. In the snsuing Fight Phase, the target may re-roll all failed To Wound Rolls when making Strikes.

Writhing Vines

Temporary

This Magical Power targets the caster. Place a 25mm Vine Marker wholly within 3" of the caster. Enemy models treat the area within 3" of the Vine Marker as Difficult Terrain. Remove the Vine Marker during the End Phase.

Used By (1)