Druid Neophyte

(Entry)
Type: model
EntryId: abd9-3285-3002-3f4d
Hidden: false
Costs: 9 pts

Constraints:

min: 5
Options (2)
Rules (3)
Druidic Rites
A unit of Druid Neophytes is considered to be a Level 2 Wizard that knows the spells Awakening of the Wood and Shield of Thorns from the Lore of Life. This doesn't stop other Wizards from knowing those same spells. The unit receives an additional +1 to cast for For every 5 models of Druid Neophytes in the unit, to a maximum of +3. Each time the unit casts a spell, you must nominate one Druid Neophyte or Draidecht as the caster for the purposes of line of sight, range, etc. In the event that a Druid Neophyte unit rolls a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds which Ignores Armour saves. If the unit is targeted by a rule that affects a Wizard, your opponent must choose one Druid Neophyte or Draidecht as the target.
Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight. As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.

When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.

Vanguard
Skirmishers (except models with Fly) automatically have Vanguard.

Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.

The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.

If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.

Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.

Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and automatically rallies in its next Compulsory Movement Phase. In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.

Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.

Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).

Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
War Fury
All models with this rule re-roll failed charge distances and gain Hatred on any turn that they declare a charge or pursue a fleeing enemy. This lasts for the duration of the turn. However, the models suffer an additional -1 to their LD when taking Break Tests.

Profiles:

Model MWSBSSTWIALDType
Druid Neophyte

4

3

3

3

3

1

4

1

8

Infantry

Wizard Wizard LevelKnown SpellsSpell LevelMax. Power Dice Per SpellBonus to Casting/Dispel Value
Druid Neophyte

2

2

4

2

Spell Spell LevelTypeCasting ValueRange
Awakening of the Wood

1

Direct Damage

6+

18"

Causes D6 S 4 hits. If the target is within 3" a forest, the number of hits is increased to 2D6.

Lifebloom

Lore Attribute

12"

When a spell from the Lore of Life is successfully cast, the Wizard (or another friendly model within range) instantly recovers a single Wound lost earlier in the battle.

Shield of Thorns

4

Augment

9+

24"

Remains in play. At the end of each Magic phase, any enemy unit in base contact with the target suffers 2D6 S 3 hits.