Evocators fight with sword and staff, their weapons linked together with chains of summoned power. The combination of heavens-blessed weapons and crackling storm energy makes the Evocator deadly indeed.
|Tempest Blade and Stormstave||1"||4||3+||3+||-1||1|
Unit Size: 5 - 20 Points: 220
Battlefield Role: None
A unit of Evocators has any number of models, each armed with a Tempest Blade and Stormstave. Any model can replace its Tempest Blade and Stormstave with a Grandstave.
The leader of this unit is an Evocator-Prime. Add 1 to the Attacks characteristic of an Evocator-Prime’s melee weapons
Celestial Lightning Arc: Evocators summon bands of celestial lightning that arc around their weapons.
You can re-roll save rolls
of 1 for attacks made with missile weapons
that target this unit. In addition, after this unit has been picked to fight for the first time in a phase, after all of its attacks have been resolved, you can pick 1 enemy unit within 3" of this unit. If you do so, roll 2 dice for each model in this unit. For each 4+ that enemy unit suffers 1 mortal wound
This unit is a WIZARD
while it has 2 or more models. It can attempt to cast
one spell in your hero phase
, and attempt to unbind
one spell in the enemy hero phase. It knows the Empower
spell. It cannot attempt to cast any spells other than Empower
, but any number of units of EVOCATORS
can attempt to cast Empower
in the same hero phase.
Empower: When gathered in enough numbers, Evocators can empower themselves or their comrades.
Empower has a casting value
of 6. If successfully cast, pick a friendly REDEEMER
unit wholly within 12" of the caster. Until your next hero phase
, you can re-roll failed wound rolls
for attacks made by that unit.
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, SACROSANCT, CORPUSCANT, WIZARD, EVOCATORS