Ikit Claw

(Unit)
Type: upgrade
Category: Special Characters
Categories: Special Characters, General, Heroes, Lord, Characters
EntryId: 8413-595f-3c4c-c6f7
Hidden: false
Costs: 410 pts
Rules (9)
Magic
Ikit Claw is a level 4 Wizard. He can choose his spells from one of the following lists: Lores of Fire, Shadow, Death, Beasts, Metal, Heavens, Dark Magic and Dark Emissaries magic. This is in addition to his default Warp-Lightning spell, that he can also cast on 11+ for 3D6 Strength 5 hits (see rules for the Warlock Master on page 77 of the Skaven Army book).
Immune to Psycology
Some warriors and creatures in the Warhammer world are almost completely fearless, or such grizzled veterans that scenes which would make lesser troops panic have no effect on them.
Troops that are immune to psychology are never affected by fear terror, frenzy or any other Psychology rules. Troops immune to Psychology may never flee as a charge reaction - they are far too proud and brave to do this! These troops still have to take Break tests as normal.
Warp-Blades
The Warp blades give the bearer +1 Str and allow them to cast the Warp lightning Spell through them. The player must still use Power dice to cast the spell throught the warp blades.
Upgraded Warp-Energy Condenser
This allows the bearer to cast the Warp Lightning spell with one dice more Power dice than he is normally allowed.
Super-Charged Warp-power Accumulator
This improved generator creates one extra Power
dice in  each Magic phase of the controlling player.
The  dice is added to the player's pool.
Storm Daemon
Bound Spell (Power Level 4); Warlock Engineers only
Once in each of his own Magic phases, the bearer can cast the Warp Lightning spell (the weakest version only; see page 35). The spell requires no Power dice to cast as all the power is provided by the Storm Daemon itself
Roll a D6 every time it is used. On a 1 the Storm Daemon runs out of power and cannot be used for the rest of the battle.
The Foul Pendant
The pendant confers a 5+ Ward save to the bearer.
Warpstone Armour
Gives a 4+ armour save that can be combined with other armour as normal. For each successful armour save in close combat, the armour inflicts a Strength 4 hit against the enemy that struck the blow.
Warpstone Token
See the rules for Warpstone tokens in the section of Skaven magic page 34
In the same way as scrolls, all Skaven wizards in the army can buy as many Warpstone tokens as they can –afford within the limit of the points they can spend on magic items. Buying one or more tokens does not count as taking an arcane item.

Profiles:

Profile MvWSBSSTWIALd
Ikit Claw

5

4

4

4

4

3

5

2

7

Weapon RangeStrength
Ikit's Claw

flame template

4

Units suffering any casualties must take a Panic test. Roll a D6 after each shot with the warpfire projector: on a roll of 1 or 2 the projector has run out of fuel and cannot be used again during the game.

Warplock Pistol

10"

5

cc , AP, Reliable

Death Globes

8

-

Throw one globe per shooting face. Place the small template with the centre anywhere withing 8" of the character. Scatter the template and resolve hits as you would with a stone thrower template. All models hit suffer a wound of 4+, with no armour save allowed. If you roll a missfire, centre the template of the model throwing the globe.