18" 8 4+ 5 5+ When roused to wrath, the Spirits of the Wind strike like a cyclone. It is all but impossible to track them as they dart through the air, launching arrow after arrow from their elegant but monstrously powerful bows and slipping away before retribution can land, the wind whistling with their laughter. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Bow of the Wind’s Vengeance | ||||||||
| Bow of the Wind’s Vengeance | 15" | 4 | 2+ | 3+ | 2 | 2 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Swirling Shards | ||||||||
| Swirling Shards | 6 | 2+ | 4+ | - | 1 | |||
Passive |
Any Shooting Phase |
KEYWORDS | MONSTER, FLY, WARD (5+) |
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| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
| There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||