Wardancers

(Unit)
Type:

unit

Category:

Special

Categories:

Faction: Wood Elf Realms, Faction: Wood Elf Realms - Spirits of the Forest, Special, Units (not including units whose troop type is 'swarms', 'war beasts' or 'war machines')

LinkId:

1ebe-61cb-4a2c-14b2

Hidden:

false

Options (1)

Profiles:

Unit Troop TypeUnit Size
Wardancers

Regular Infantry

5+

Special Rule
Move Through Cover:
  • Timing: terrain crossing that is difficult or dangerous, and Dangerous Terrain tests
  • Result:
  • bearers take no Movement characteristic modifier from that terrain
  • Dangerous Terrain tests: a bearer may re-roll each 1 (optional)
Immune To Psychology:
  • Restriction: unit with a majority of Immune to Psychology models
  • Result:
  • Passes Fear, Panic and Terror tests automatically
  • Cannot choose Flee as a charge reaction
  • Leadership tests not named here are unaffected
Dances of Loec:
  • Restriction: Unit with Dances of Loec; a joining Shadowdancer counts as having it
  • Timing: Its combat is picked in Step 1.1 of a Choose & Fight Combat sub-phase
  • Select: 1× Dance of Loec, danced by all models in the unit
  • Result:
  • Whirling Death: for this Combat phase: Armour Piercing characteristic of unit's weapons improves by 2
  • Storm of Blades: for this Combat phase: gains Extra Attacks (+1)
  • The Shadows Coil: for this Combat phase: 4+ ward save versus all wounds
  • Woven Mist: enemy models striking this unit in this Combat phase get -1 To Hit
Evasive:
  • Restriction: unit whose majority of models has Evasive
  • Limits: 1× per turn
  • Timing: the enemy Shooting phase, when the unit becomes a shooting target
  • Result: it may Fall Back in Good Order, fleeing straight away from the shooter (optional)
  • After its move, the shooter may resume the shooting as declared (optional)
Furious Charge:
  • Condition: made a charge move of 3"+ this turn
  • Result: +1 Attacks characteristic
Motley Crew:
  • Restriction: Motley Crew units
  • Result: may field one model type with varied gear, and/or several model types fighting as one unit; the army list entry may explain the make-up
  • Different Weapons: a fighting rank may hold varied weapons; roll a separate batch of dice for each differing model, tell the opponent which model it represents and the target; attacks follow each model's own Initiative
  • Different Armour: in combat, the armour value shared by most of the fighting rank counts; versus shooting, the armour value shared by most of the unit
  • Casualty Removal: versus shooting, spread casualties as evenly as possible across the differing models of the unit (by type or by gear); in combat, take them from the models forming the majority of the fighting rank; owner fills gaps with models from rear ranks
Loner:
  • Restriction: Loner
  • Result:
  • A character with Loner cannot be General; it joins only units with Loner
  • Units with Loner cannot be joined by characters lacking it
Open Order:

Such a unit is allowed to take up an Open Order formation.

Skirmishers:

Such a unit is allowed to take up a Skirmish formation.

Strike First:
  • Restriction: model with Strike First
  • Timing: Combat phase
  • Condition: the model is engaged in combat
  • Result:
  • Initiative characteristic becomes 10, applied ahead of any other modifier.
  • Strike Last on the same model: both rules void each other.
Talismanic Tattoos:
  • Restriction: Bearer of Talismanic Tattoos
  • Result: Gains a Ward save of 6+ vs every wound it suffers
Hatred:
  • Timing: first round of combat
  • Select: failed rolls To Hit versus a hatred enemy
  • Result: re-roll them (optional)
  • hated foes appear in brackets next to the name; 'all enemies' covers every enemy model
Press of Battle:
  • Restriction: Unit with this rule, arrayed in combat order
  • Condition: It did not charge this turn
  • Result: Its fighting rank counts as 2 ranks deep
  • Models directly behind, in base contact with a model of the actual fighting rank, also count as in the fighting rank
Massed Infantry:
  • Restriction: Side fielding at least one unit with this rule
  • Condition: When combat results are tallied, that side's Unit Strength is the greater
  • Result: It may claim +1 combat result point
Parry:
  • Restriction: Model with this rule, carrying a hand weapon plus shield
  • Condition: In close combat, and opting to use that weapon and shield combination
  • Result: armour value +1, capped at 3+

Modifiers:

increment max pts(self) 1
repeat for every 4 limit::points of any in roster (recursive)
increment max pts(self) 1
and
force is not 1. Open War
force is not 2. Combined Arms
force is not 3. Grand Melee
force is not 5. Battle March
repeat for every 4 pts of any in force (recursive)
increment max pts(self) 1
ancestor is 5. Battle March
repeat for every 3.3333333333333335 limit::points of any in roster (recursive)
increment max pts(self) 1
ancestor is 5. Battle March
and
force is not 1. Open War
force is not 2. Combined Arms
force is not 3. Grand Melee
force is not 5. Battle March
repeat for every 3.3333333333333335 pts of any in force (recursive)
increment max(roster) 1
2000+ limit::points of any in roster (recursive)
repeat for every 1000 limit::points of any in roster (recursive)
set max Unit Strength(self) 20
ancestor is 5. Battle March
set max pts(self) 0
set max pts(self) 0
ancestor is 5. Battle March
set max(roster) 1
2000+ limit::points of any in roster (recursive)
set max(roster) 3
1999- limit::points of any in roster (recursive)
Used By (4)
Wood Elf Realms(Catalogue)

Building an army? Create, validate and share your list with New Recruit, army builder for Warhammer The Old World and many more games.

Try the builder