Wardancer Kindred

(Entry)
Type: upgrade
EntryId: ad0a-e1ca-682f-42fa
Hidden: false
Costs: 30 pts

Constraints:

max: 1
Rules (5)
Wardancer Kindred
The character loses their Longbow, but gains the special rule Wardancer weapons, Shadow Dancers of Loec,  Immune to Pyscology and Talismanic Tattoos.

Wardancers cannot take armour or be given magical weapons that are not classed as Wardancer Weapons. The character must fight on foot and may not join any unit execept Wardancers. Botht he cvharacter and the unit must use the same Shadow Dance.
Wardancer Weapons
Wardancers use a mix of weapons in their units, including pairs of swords, glaives and double-handed swords. To represent this, all Wardancers gain + I Attack. In addition, they add +1 Strength to all attacks they make in the first round of combat when charging.
Shadow Dances of Loec
In each round of combat that they fight, Wardancers must choose one of the following Shadow Dances to perform. They cannot choose the same dance in two consecutive turns of the same combat engagement.
Whirling Death — Each strike of a Wardancer's blade is made with uncanny precision, capable of severing a head or piercing a heart with one deceptively elegant stroke. While performing this dance, the Wardancers have the Killing Blow special rule.
Storm of Blades — The Wardancers rain blow after blow upon their opponent, moving with such speed that the eye cannot follow each distinct cut and thrust. While they perform this dance, each model in the unit is granted + 1 Attack.
The Shadows Coil — With agile grace the Wardancers evade the clumsy attacks of their enemies, becoming almost impossible to strike. While performing this dance, the Wardancers have a 4+ Ward Save.
Woven Mist — The sinuous movements of this dance distract and confuse the enemy, allowing the Wardancers to strike before their foe can react. When performing this dance, each Wardancer reduces his or her total attacks by one but always strikes first in combat. If their opponent also has this ability, resolve attacks in Initiative order.
Talismanic Tattoos
Some Wood Elf warriors are adorned with all manner of tattoos and warpaint that grant them the blessing of their gods. A model with Talismanic Tattoos gains a 6+ Ward Save, and has Magic Resistance (1).
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.
Used By (2)