Doomfire Warlock

(Entry)
Type: model
EntryId: 9409-b68d-5b61-b54f
Hidden: false
Costs: 22 pts

Constraints:

min: 5
Options (2)
Rules (8)
Prey of the Dark prince
The models have a Ward save (4+), except against Wounds caused by models with the Daemon of Slaanesh special rule or models that have the Mark of Slaanesh.
Cursed Coven
A unit of Doomfire Warlocks is considered to be a Level 2 Wizard that knows the spells Soulblight and Doombolt. This doesn't stop other Wizards from knowing those same spells. The unit receives an additional +1 to cast for each rank of 5 or more models in the unit, after the first, to a maximum of +3. Each time the unit casts a spell, you must nominate one Master of Warlocks or Doomfire Warlock as the caster for the purposes of line of sight, range, etc. In the event that a Doomfire Warlock unit rolls a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds with no armour saves allowed. If the unit is targeted by a rule that affects a Wizard, your opponent must choose one Master of Warlocks or Doomfire Warlock as the target.
Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.

Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; 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 Movement value.

Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire and Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot. After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so, and the normal -1 To Hit penalty for moving and shooting still applies.

Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and automatically rally in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). 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 Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.

Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.

Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.

Armour Saves
Units containing one or more models with a close combat armour save better than 5+ and/or barding cannot use Fast Cavalry.
Murderous Prowess
Models with this rule may re-roll all To Wound rolls of 1 when making close combat attacks.
Elven Grace
Models with this special rule have Dodge (6+)
special rule in close combat. However, this cannot be
used against enemies that attack before the model with
Elven Grace.
Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.

Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks. Any spells cast by the model are unaffected, as are any special attacks or attacks made with magic weapons they might be wielding, whether they be shooting or close combat attacks.
Hatred (High Elves)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Hekarti's Blessing
A Wizard with this rule add +1 to all attempts to cast spells.

Profiles:

Model MWSBSSTWIALDType
Doomfire Warlock

5

4

4

3

3

1

5

2

8

Cavalry

Wizard Wizard LevelKnown SpellsSpell LevelMax. Power Dice Per SpellBonus to Casting/Dispel Value
Doomfire Warlock

2

2

4

1

Spell Spell LevelTypeCasting ValueRange
Doombolt of Kharaidon

Signature Spell

Magic Missile

6+/12+

18"/18"

Causes D6/2D6 S 5 hits.

Life Leeching

Lore Attribute

When a Lore of Death spell is resolved, roll a D6 for each unsaved wound caused by the spell (models removed by the Purple Sun of Xereus each add a number of dice equal to their Wounds characteristic). For each 6 rolled on these additional dice, the Wizard immediately adds a dice to their army's power pool.

Soulblight

3

Hex

10+/13+

18"/36"

The target has -1 S and -1 T (to a minimum of 1) until the start of the caster's next Magic phase.

Spiteful Conjuration

Lore Attribute

When a Wizard successfully casts a hex, magic missile or direct damage spell from this lore, and the casting roll contains any double, the spell's target suffers 2D6 S 2 hits with Armour Piercing (1). If the casting roll contains any treble, the spell's target instead suffers 3D6 hits instead. In either case, the hits are resolved after the spell has been resolved.