Dragon Mage

(Entry)
Type: unit
Categories: Faction: High Elf Realms
EntryId: aeb6-a2b9-b47d-a1b
Hidden: false
Options (1)

Profiles:

Unit Troop TypeUnit Size
Dragon Mages

Behemoth

1

Special Rule
Blessings of Asuryan:

A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attacks special rule.

Close Order:

A unit consisting of models with this special rule may adopt a Close Order formation.

Dragon Armour:

A model with this special rule has a 6+ Ward save against any wounds suffered. In addition, a Wizard with this special rule may wear armour without penalty.

Elven Reflexes:

A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.

Fly:

Whenever a model with this special rule moves, it can choose either to move across the ground as normal, using its given Movement characteristic, or to move by flying through the air. When a model flies it uses a special ‘Fly Movement’ characteristic, shown in brackets after the name of this special rule (shown here as ‘X’). Models that choose to move by flying:

  • May move as normal (i.e. they may charge, march and manoeuvre as if moving on the ground), except that they are able to pass freely above other models, units and terrain features without any penalty, and they can march whilst within 8" of an enemy unit without first having to make a Leadership test.

  • May end their movement in terrain, but will suffer its effects if they do. They cannot end their movement 'on top' of impassable terrain or another unit, or within 1" of an enemy unit.

Models that can Fly must begin and end all their movement on the ground. A character with this special rule cannot join a unit without this special rule, and vice versa.

Impetuous:

If during the Declare Charges & Charge Reactions sub-phase of its turn, a unit that includes one or more Impetuous models is able to declare a charge, roll a D6. On a roll of 1-3, the unit must declare a charge. On a roll of 4+, the unit may act as normal.

Ithilmar Weapons:

When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Hit of a natural 1.

Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.

Large Target:

Enemy models never suffer To Hit modifiers for full or partial cover when shooting at models with this special rule. In addition, a model can draw a line of sight to a model with this special rule over or through other models, and vice versa.

Lileath's Blessing:

Once per turn, a model with this special rule may re-roll a single failed Casting roll.

Stomp Attacks:

The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by the roll of a dice.

Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat that always strike at Initiative 1 (regardless of modifiers) and that hit automatically using the unmodified Strength characteristic of the model.

Swiftstride:

A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3" and, when it makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to the result.

Terror:

Models with this special rule cause Terror. Models that cause Terror also cause Fear:

• When a unit that causes Terror declares a charge, the charge target must immediately make a Leadership test. If this test is failed, it must Flee. If this test is passed, it can declare its charge reaction normally.

• If the winning side of a combat includes one or more units that cause Terror, each unit that belongs to the losing side must apply a -1 modifier to its Leadership characteristic when making its Break test.

Note that if a charged unit cannot choose to Flee, it does not make this Leadership test.

Models with the Fear special rule Fear models that cause Terror. Models that cause Terror are immune to Terror. A unit that does not cause Terror does not become immune to Terror when joined by a character that does.

Valour of Ages:

A unit with this special rule may re-roll any failed Panic test caused by taking heavy casualties or by being fled through by a friendly unit.

Lore of Saphery:

A Wizard with the 'Lore of Saphery' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead the signature spell of their chose Lore of Magic, or one of the following spells: - Hand of Khaine - Courage of Aenarion - Vaul's Unmaking

Spell NumberTypeCasting ValueRange
Vaul's Unmaking

Hex

11+

12"

This spell can only target enemy characters. However, it may target an enemy character that is within range and that the caster can draw line of sight to regardless in the usual rules for targeting characters, and may even target enemy characters that has joined a unit or that is engaged in combat.

The casting player chooses a single item carried by the target. This magic item is inmeditately 'unusable' rendering it completely useless. The chosen magic item cannot be used for the reminder of the game.

Hand of Khaine

Assailment

5+

Combat

A single enemy model the caster is engaged in combat with suffers a single Strength 4 hit with no armour save permitted (Ward an Regeneration saves can be attempted as normal).

Courage of Aenarion

Enchantment

10+

15"

Remains in Play. Whilst this spell is in play, the target friendly unit gains the Unbreakable special rule. If this spell is cast, the effect of any other Enchantment previously cast on the target unit immediately expire. This spell may target a friendly unit engaged in combat.

Used By (2)
High Elf Realms(Catalogue)