Druchii 2000 Mini Kow
Druchii 2000 Mini Kow
Druchii 2000 Mini Kow
Infantry [905pts]
Rules: Breath Attack (n), Crushing Strength (n), Diadem of Dragon-kind, Vicious
Inf: Reaper Guard - Regiment
Cavalry [440pts]
Heroes [475pts]
Dark Lord on Black Dragon 10 3+ - 5+ 10 17/19 CS (3), Fly, Inspiring, Lightning Bolt (5), Vicious 4
High Priestess of the Abyss [140pts]
Selections: Lightning Bolt (5) [45pts], Scarletmaw's Fenulian Amulet [25pts]
Categories: Heroes, Individuals, Hero/Mon/WarEng
Rules: Fireball (n), Individual, Lightning Bolt (n), Scarletmaw's Fenulian Amulet, Vicious
Hero (Inf): High Priestess of the Abyss
Twilight Bolt Thrower 6 - 4+ 4+ 2 10/12 Blast (D3), Piercing (2), Reload!, Vicious 1
Twilight Bolt Thrower 6 - 4+ 4+ 2 10/12 Blast (D3), Piercing (2), Reload!, Vicious 1
Force Rules
Alignment (Twilight Kin): Evil:
()
Selection Rules
Blast (n):
If this unit's attack hits the target, the target suffers a number of hits equal to (n), rather than a single hit.
(KoW p72)
Diadem of Dragon-kind:
Confers the Breath Attack (10) special rule.
(KoW p80)
Drain Life (n):
[CoK]: 6" range. May target enemy units that are in combat. Roll to damage as normal with Piercing (1). If one or more points of
damage are scored, choose either the caster or a single friendly, non-allied unit within 6".
Remove one point of damage from the chosen unit for each point of damage dealt to the target. If this is cast into melee, the target will not take a
Nerve test at the end of the Shoot Phase.
(CoK19 p29)
Elite:
Whenever this unit rolls to hit, it can re-roll all dice that score a natural, unmodified 1.
(KoW p72)
Fireball (n):
Spell with (n) attacks, 12" range, hits on 4+. [CoK]: When targeting enemy units in cover OR with the Stealthy special rule (this includes
units in cover WITH the Stealthy special rule), these attacks hit on 5+ instead of 4+.
(KoW p83)
Fly:
This unit can move over anything, but cannot land on top of things not normally allowed. Only suffers Hindered charges if ending its move
touching or within an obstacle/difficult terrain. Confers the Nimble special rule. [CoK]: While Disordered, units lose the Fly special rule including the
Nimble that it grants. If the unit has Nimble for a different reason (e.g. Individual) then they will remain Nimble while Disordered.
(KoW p73)
Individual:
May pivot to face any direction for free before being given a move order or shooting. This unit never blocks line of sight or offers cover
against ranged attacks. Confers the Nimble special rule. Enemies shooting at Individuals suffer an additional -1 to hit modifier. This unit aligns flush
with enemy chargers. This unit does not double/triple attacks except against War Engines. If an Individual is Routed and charger Regroups D6"
forward, it can contact an enemy unit, and may attack again immediately. Hindered applies to this Regroup if the original charge was as well. [CoK]:
Enemies don't double/triple attacks against this unit, unless it is an Individual War Engine.
(KoW p71)
Inspiring:
If this unit, or any friendly but non-allied unit within 6" is Routed, the opponent must re-roll that Nerve test, and the second result stands. For
Inspiring (Specific Unit) the unit will only inspire itself and that unit.
(KoW p73)
Lightning Bolt (n):
Spell with (n) attacks, 24" range, Piercing (1), hits on 4+. [CoK]: When targeting enemy units in cover OR with the Stealthy special
rule (this includes units in cover WITH the Stealthy special rule), these attacks hit on 5+ instead of 4+.
(KoW p83)
Maccwar's Potion of the Caterpillar:
Confers the Pathfinder special rule.
(KoW p80)
Pathfinder:
This unit suffers no movement penalties for difficult terrain, and is not Hindered for charging through difficult terrain.
(KoW p74)
Phalanx:
Units that charge this unit's front cannot use the Thunderous Charge special rule.
(KoW p74)
Piercing (n):
All ranged hits inflicted by this unit have a +(n) modifier when rolling to damage.
(KoW p74)
Regeneration (n+):
Every time this unit receives an order (including Halt!), before doing anything else, roll dice equal to this unit's current damage. For
every result of (n) or higher, this unit recovers 1 damage.
(KoW p74)
Reload!:
This unit can only shoot if it received a Halt order on the same turn.
(KoW p74)