The Arch-Warlocks of the Clans Skryre are armour-clad killers whose warp-tech weapons and arcane ability have been the death of countless foes. Though they prefer to lead from the back, Arch-Warlocks are deadly in their own right.
Unit Size: 1 Points: 150
Battlefield Role: Leader
Base size: 32mm
Notes: Single
An Arch-Warlock is armed with a Stormcage Halberd and Piston Claw.
WIZARD: This unit can attempt to
cast 2 spells in your
hero phase and attempt to
unbind 2 spells in the enemy hero phase.
Warpfire Gauntlet: In an emergency, this weapon can be used to spit a stream of warpfire at the foe.
Once per battle, in your
shooting phase, you can pick 1 enemy unit within 9" of this unit and visible to it, and roll a dice. On a 2+, that unit suffers D3
mortal wounds.
More-more Stormcage!: A stormcage halberd’s generator can be overloaded, if the wielder dares.
Before you make a
hit roll for an attack made with a Stormcage Halberd, you can say that the engineer has overloaded its generator. If you do so, until the end of that phase, the Attacks characteristic of that weapon is D6 instead of D3. However, for each unmodified hit roll of 1 for an attack made with that weapon in that phase, this unit suffers D3
mortal wounds after all of its attacks have been resolved.
Warp Lightning Storm: The Arch-Warlock summons a crackling tempest to kill-smite his foes.
Warp Lightning Storm is a spell that has a
casting value of 7 and a range of 13". If successfully cast, pick up to D3 different enemy units within range and visible to the caster. Those units each suffer D3
mortal wounds.
Alternatively, before making the
casting roll, you can say that this unit will use its warp-power accumulator to augment the spell. If you do so, and the spell is successfully cast and not
unbound, pick up to D3 different enemy units within range and visible to the caster. Those units each suffer D6 mortal wounds. However, if the spell is not successfully cast or is unbound, this unit suffers 2xD6 mortal wounds that cannot be negated.