Warhammer Fantasy Battles
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The Coastal Hermit

Not a Nautican but a fervent protector of the coastal regions and it's fauna and flora. The Hermit has formed a mystical alliance with coastal wildlife and will lend his services to the Nauticans because he perceives them to be allies in his eternal pursuit to conserve natural harmony.

Points/model: 100 pts

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Coastal Hermit433342328

Equipment: Two handed Staff of Summoning (treat as great weapon)

Special Rules: Impossible to spot, Loner


Staff of Summoning (bound item : casting power 4) :-

In times of great need the hermit can summon help from the wildlife about him.

The hermit can use any of the below bound spells in the Nautican magic phase, he cannot use the same spell in consecutive turns. Roll a d6 before using the staff to summon, on a roll of 1 the power of the staff is not great enough to use that turn.


  1. Snatch and Soar - the hermit summons a giant albatross to snatch any enemy model, within 18 inches and in line of sight, from it's unit and remove the enemy model from the battlefield (presumably to be dunked into the nearest sea or fed to the chicks !).
    This spell can only be cast against models with 1 wound on their starting profile. If the targetted unit has missile weapons it can make a stand and shoot reaction (at the usual -1 to hit) to attempt to slay the albatross before it plucks a member of their unit. If the albatross is slain then it cannot be summoned again during the battle.

    MWsBsSTWIALd
    Giant Albatross-3--51*---

    The targetted enemy model can either attempt to kill the albatross by using his normal attack(s) or can take a strength test on d6+2 to avoid being snatched.

  2. Call Gulls - This spell can be cast against any enemy unit within 24 inches and line of sight of the hermit, the spell can be cast into combat. The Gulls are summoned to harry enemy units and cannot be killed like an albatross, there are simply too many of them and they are too difficult to hit. If the spell is not dispelled then the target unit will suffer -1 Ws, -1 Bs and -1 Initiative until the end of the Nautican player's turn
  3. Coastal Mists (remains in play) - This spell can be cast against any unengaged friendly unit within 18 inches no line of sight is required. The Mists surround the unit until the beginning of the next Nautican magic phase. Enemies targeting the unit with missile weapons using their Bs suffer -1 to hit.* The mist is not dense enough to have any effect for the purposes of close combat.

    * does not affect missile weapons that do not use Ballistic Skill

Loner:-

The hermit cannot join a unit, he always operates alone.

Impossible to Spot:-

The hermit can easily blend in with his surroundings, he is a masterful at remaining hidden. Enemies suffer a further -1 to hit the hermit (in addition to the -1 to target independent characters).



Lords:-
Nautican Lord , King of the Seas , Guardian of Time , Mermaid (spellcaster)
Heroes:-
Nautican Prince , Chanty Singer , Zharc , K'Li Mare , Zheala ,Vortex , Zu Xhi , The Coastal Hermit , Siren (spellcaster)

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