Njal Stormcaller

(Entry)
Type: unit
EntryId: 8efa-4e0e-7407-b01a
Hidden: false
Costs: 245 Points

Constraints:

max(roster): 1
Options (1)
Rules (1)
And They Shall Know No Fear
Space Marines automatically pass tests to regroup, and can take such tests even if the squad has been reduced to less than half strength by casualties, though all other criteria apply. Usually troops that regroup cannot move normally and always count as moving whether they do or not, but these restrictions do not apply to models subject to this special rule. If Space Marines are caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If this happens then the unit is subject to the No Retreat! rule in this round of close combat and might therefore suffer additional casualties.


Units which include Servitors are still subject to this rule, providing that the unit contains at least one Space Marine.

Profiles:

Melee Weapons
Staff of the Stormcaller:

Njal's staff is a runic weapon that nullifies enemy psychic powers on the roll of a 3+.

Abilities
Lord of Tempests:

At the beginning of Njal's turn, roll a D3 and add the turn number to the result (for example, add one to the D3 result on turn 1, add two on turn two, etc). Refer to the table below for the tempest's effect that game turn. Only enemy models in Njal's line of sight can be affected by the tempest's effects.

2 - The Calm Before the Storm: A pelting rain and hail intensifies but has no in-game effect.

3 - Driving Gale: Enemy models within 24" are at -1 BS this turn.

4 - Living Hurricane: Enemy infantry within 24" move as if they were in difficult terrain.

5 - Howling Cyclone: At the end of Njal's Assault phase, all unengaged enemy units within 18" must pass a Morale test or fall back.

6 - Vengeful Tornado: At the end of Njal's Shooting phase, a model within 18" is ravaged by a tornado, taking D3 S9 hits. Vehicles are hit on their side armour

7+ - Chain Lightning: At the end of Njal's Shooting phase, unengaged enemies within 12" of Njal take D6 S8 hits with an AP of 5.

Acute Senses:

When the Night Fighting mission special rule is in use, such models may choose to re-roll the test to determine how far they can see, but must abide by the new result. Characters with this rule confer it onto any unit they join, as long as they are part of the unit. Units with this rule confer it onto any characters joining them, as long as they are part of the unit.

Counter-Attack:

When a unit with this rule is assaulted by the enemy it must take a Leadership test. If the test is successful all models in the unit get the +1 assault bonus to their attacks, exactly as if they too had assaulted that turn.

This rule cannot be used if, when assaulted, the unit was already locked in combat from a previous turn.

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Wargear
Nightwing:

Nightwing fallows all the rules for a Chooser of the Slain. In the assault phase a single model in base contact with Njal (chosen by the owning player) suffers D3 S3 hits at an Initiative of 5

Runic Armour:

A model in runic armour has a 2+ armour save. Furthermore the wearer of runic armour has a 5+ invulnerable save against all wounds caused by psychic attacks.

Wolftooth Necklace:

In close combat, a model with a Wolftooth necklace always hits on the roll of a 3+ regardless of comparative Weapon Skills.

Frag Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Krak Grenades:

When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6.

Unit WSBSSTWIALdSv
Njal Stormcaller

5

4

4

4

2

4

3

10

2+

Weapons RangeStr.APTypeNotes
Bolt Pistol

12"

4

5

Pistol

Living Lightning

Unlimited

7

5

Assault D6

Psychic shooting attack

Fury of the Wolf Spirits (Freki)

12"

5

-

Assault 3

Psychic shooting attack

Fury of the Wolf Spirits (Geri)

12"

4

2

Assault 2

Psychic shooting attack

Saga
Saga of Majesty
Description:

Any unit within 6", including the character and his unit, may re-roll failed Morale tests.

Oath:

Lead by example: A hero that falls back or goes to ground is unworthy of the name; avoid this at all costs.

Psychic Power
Thunderclap:

Psychic shooting attack. Place the large blast marker so that it is touching the Rune Priest. Any enemy model touched by the marker takes a S3 hit with an AP of 5.

Storm Caller:

Used at the beginning of the turn. Until the beginning of the Rune Priest's next turn, he and all friendly squads within 6" of him benefit from a 5+ cover save.

Tempest's Wrath:

Used at the beginning of the turn. Until the beginning of the Rune Priest's next turn, all enemy Skimmers, Jetbikes, Jump Infantry and units deployed by Deep Strike that end their move within 24" of the Rune Priest treat all terrain as difficult and dangerous.

Murderous Hurricane:

Shooting Psychic Attack. An enemy unit within 18" of the Rune Priest takes 3D6 Strength 3 hits with AP -. Next turn that unit treats all terrain as both Difficult and Dangerous.

Jaws of the World Wolf:

Psychic Shooting attack. Trace a straight line along the board, starting from the Rune Priest and ending 24" away. Monstrous creatures, Beasts, Cavalry, Bikes or Infantry models touched by this line must pass an Initiative test or be removed from play. Monstrous Creatures may subtract one from their dice roll.