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MY WARBAND 2875 PTS

AKHELIAN KING WITH AKHELIAN KING WITH


BLADED POLEARM 305 GREATSWORD 305

2 4 5 2/5 1 5 4 2/5
10 4 35 10 4 35

AKHELIAN MORRSARR AKHELIAN ISHLAEN


GUARD LOCHIAN PRINCE 260 GUARD LOCHIAN PRINCE 250

2 4 4 2/5 1 4 4 2/5
10 4 25 10 4 25

ISHARANN SOULRENDER AKHELIAN


185 THRALLMASTER 170

2 4 4 2/5
2 4 4 2/5

3 3 4 2/4 5 3 22 5 3 18

ELATHAIN ILL-FATED ISHARANN SOULSCRYER


150 140

1 4 4 2/4 2 3 4 2/4

3 3 4 2/4 5 3 24 5 3 18

ISHARANN TIDECASTER AKHELIAN MORRSARR


130 GUARD 200

2 3 3 1/4
2 3 4 2/4

3/7 2 3 3/6 5 3 18 10 4 20

AKHELIAN ISHLAEN DUINCLAW


GUARD 180 130

1 2 5 2/5
1 4 3 2/4
10 4 20 4 6 12
FUIRANN NAMARTI REAVER
120 105

1 4 3 2/4 1 3 3 1/3

5 4 16 3/15 2 3 1/3 6 3 8

TAMMAEL NAMARTI THRALL


85 80

8 2 4 1/4 2 3 4 1/4

5 3 10 5 3 8

SPINEFIN
80

1 3 3 1/3

12 2 6
Runemark Reactions

Fade from Memory: A fighter can make this reaction when an enemy fighter finishes a move action within 3" of them. If there is
another friendly fighter visible to that enemy fighter and within range of at least one of that enemy fighter's melee weapons, for
the rest of the battle round that enemy fighter cannot target this fighter.

Runemark Abilities

[Double] Low Tide: A fighter can use this ability only if it is the first battle round. This fighter can make a bonus move action
up to a number of inches equal to the value of this ability.

[Double] Storm of Blows: Add half the value of this ability (rounding up) to the Attacks characteristic of the next melee
attack action made by this fighter in this activation.

[Double] Hangman's Knot: Pick a visible enemy fighter within 3" of this fighter and roll a dice. On a roll of 3+, until the end
of the battle round, that fighter cannot make move actions or disengage actions.

[Double] Riptide: Pick a visible enemy fighter within 12" of this fighter. Until the end of the battle round, subtract 1 from the
Attacks characteristic (to a minimum of 1) of attack actions made by that fighter.

[Double] Storm Fire: Until the end of this fighter's activation, add 1 to the Attacks characteristic of missile attack actions
made by this fighter.

[Double] Sweeping Blow: Roll a dice for each visible enemy fighter within 2" of this fighter. On a roll of 5, allocate 1 damage
point to the fighter being rolled for. On a roll of 6, allocate a number of damage points to the fighter being rolled for equal to
Runemark Abilities

the value of this ability.

[Double] Soulnet: Pick a visible enemy fighter within 3" of this fighter and roll a dice. On a 3+, that fighter cannot make move
actions or disengage actions until the end of the battle round.

[Triple] High Tide: A fighter can only use this ability if it is the third battle round. Add 1 to the Attacks and Strength
characteristics of melee attack actions made by friendly fighters while they are within 6" of this fighter.

[Triple] Biovoltaic Barrier: Until the end of the battle round, count each critical hit from attack actions that target this fighter
as a hit instead.

[Triple] Way of the Depths: Until the end of the battle round, add 1 to the Strength characteristic of melee attack actions
made by this fighter and by visible friendly fighters with the Idoneth Deepkin faction runemark and either the Agile or
Minion runemarks while they are within 6" of this fighter.

[Triple] Scryfish Shoal: Pick a visible enemy fighter within 10" of this fighter and roll 6 dice. For each roll of 4-5, allocate 1
damage point to that fighter. For each roll of 6, allocate 2 damage points to that fighter.

[Triple] Riptide Harpoon: This fighter makes a bonus attack action. After that attack action, the fighter targeted by that attack
action makes a bonus move action directly towards this figther, as if they were jumping, a number of inches equal to the value
of this ability.

[Quad] Biovoltaic Blast: Allocate a number of damage points equal to the value of this ability to all visible enemy fighters
within 3" of this fighter.
Runemark Abilities
UNIVERSAL REACTIONS
Reaction

Counter: A fighter can make this reaction after they are targeted by a melee attack action but before the hit rolls are made. For each hit roll from
that attack action that misses, allocate 1 damage point to the attacking fighter. For each hit roll of 1, allocate 2 damage points to the attacking
fighter instead.

Take Cover: A fighter that is in cover can make this reaction after they are targeted by a missile attack action but before the hit rolls are made.
After the hit rolls have been made, roll a dice for each critical hit. On a 4+, that critical hit becomes a hit instead. Fighters with the Mount
runemark ( ) cannot make this reaction.

Strike Them Down: A fighter can make this reaction when a visible enemy fighter within 1" of them makes a disengage action but before that
fighter moves away. Roll a dice. On a 4+, allocate D6 damage points to that enemy fighter.

UNIVERSAL ABILITIES
Runemark Ability

[Double] Rush: Add 1 to the Move characteristic of this fighter until the end of their activation.

[Double] Onslaught: Add 1 to the Attacks characteristic of melee attack actions made by this fighter until the end of their
activation.

[Triple] Respite: A fighter cannot use this ability if they are within 1" of any enemy fighters. Remove a number of damage points
allocated to this fighter equal to the value of this ability.

[Triple] Inspiring Presence: Pick a visible friendly fighter within 6" of this fighter that has not activated yet this battle round. You
can activate that fighter immediately after this fighter’s activation ends.

[Quad] Rampage: This fighter can make a bonus move action up to a number of inches equal to the value of this ability. Then,
they can make a bonus attack action.

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