Any enemy unit in base contact with a Frostheart Phoenix has the Always Strikes Last special rule and suffers -1 to its Strength (to a min of 1)
A Frostheart Phoenix is protected by a thick coating of ice, granting it an armour save of 5+
5+ ward save and close combat attacks are magical attacks In Winds of Magic phase compare the high D6 rolled with the information below to determine effect D6 Result 1 Magicial Dearth: The Phoenix's ward save is reduced to 6+ 2 Ebbing Zephyr: The Phoenix has -1 Strength 3 Magical Draught: The Phoenix has +1 Initiative 4 Energising Breeze: The Phoenix has +1 Attack 5 Invigorating Winds: The Phoenix has +1 Strength 6 Howling Gale: The Phoenix's ward save is increased to 4+
All flyers have the Swiftstride special rule. Movement begins and ends on the ground and moves up to 10". Only entire units that can both walk and fly can do both. A flying charge is calculated with a movement of 10". Units can perform a Flying March of up to 20". Flyers always move on the ground when they flee or pursue, but still benefit from Swiftstride. Flying Cavalry are treated as Fast Cavalry with the Fly special rule.
When charging uses 3D6 and discard the lowest result and add to their move value. When fleeing and pursuing, use 3D6 and discard the lowest result.
D6 hits on the target unit, same as stomp
Cannot claim cover modifiers for obstacles. If General or Battle Standard Bearer is a Large Target (or is mounted on one), then the range of their respective Inspiring Presence and Hold Your Ground! abilities is increased from 12"to 18.
Also cause fear
2
6
0
5
3
4
9
5+ (-1 to rider)
5+
Monster