Hero of Legend
Wizard, Infantry, Hero
Sharkey must always be the warband’s Leader. Worm will always be the first follower in Sharkey’s warband.
After a model resolves Strikes against Sharkey, it must take a Courage test. If the test is failed, that model takes one Strength 4 hit.
This power targets one enemy model within range. Whilst this power is in effect, the target model may not move ( except to Back Away should they lose a Fight), shoot, cast Magical Powers, declare Heroic Actions, call a Stand Fast! or use Active abilities, and may not Strike if they win a Duel. If the target has a piece of wargear that has an Active ability, they will still have that piece of wargear but cannot use the ability tied to it.
The target's Strength is instead reduced by D3.
This power targets the caster themselves. Whilst this power is in effect, the caster causes Terror.
The target's Strength is instead reduced by D3.
1x Worm
Hero of Legend
Infantry, Hero, Man
Mv | Fv | S | D | A | W | C | M | W | F |
---|---|---|---|---|---|---|---|---|---|
6 | 2/+4 | 3 | 3 | 1 | 1 | 2 | 0 | 0 | 0 |
If Sharkey is reduced to 1 Wound and has no Fate remaining, Worm becomes an enemy model and must move towards and attack Sharkey if possible. If Sharkey is slain, Worm reverts to being a friendly model.
When making a Duel roll for a Fight where Worm is Engaged, check to see if any enemy models, except for those he is fighting, can see him. If only the model(s) Worm is fighting can see him, immediately increase his Fight value to 4 and his Attacks to 3 for the Duel roll and any Strikes that may follow.