Kraer Praetorians Prose in Fayegarde | World Anvil
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Kraer Praetorians

Units

 

Kraer Riverguard


MovementHit mod (melee/ranged)StrengthToughnessAttacksWoundsSaveLeadership
7"+1/033216+8
Wargear: Iceblade and Iceshield.
Battlefield Role: Mainline    Unit Size: 15
Keywords: Kraer, Elf, Infantry
Model: Riverguard
 

Kraer Waterfury


MovementHit mod (melee/ranged)StrengthToughnessAttacksWoundsSaveLeadership
7"+1/033216+8
Wargear: Two Iceblades.
Special Rules: Flurry of Blows.
Battlefield Role: Mainline    Unit Size: 12
Keywords: Kraer, Elf, Infantry
Model: Waterfury
 

Kraer Rainstalker


MovementHit mod (melee/ranged)StrengthToughnessAttacksWoundsSaveLeadership
7"+1/033416+8
Wargear: Two Iceblades.
Special Rules: Stealth.
Battlefield Role: Scout    Unit Size: 9
Keywords: Kraer, Elf, Infantry
Model: Rainstalker
 

Kraer Streamwatcher


MovementHit mod (melee/ranged)StrengthToughnessAttacksWoundsSaveLeadership
7"0/+133216+8
Wargear: Icebow and Iceblade.
Battlefield Role: Ranged    Unit Size: 12
Keywords: Kraer, Elf, Infantry
Model: Streamwatcher
 

Kraer Brookwarden


MovementHit mod (melee/ranged)StrengthToughnessAttacksWoundsSaveLeadership
7"+1/033216+8
Wargear: Icemaul.
Battlefield Role: Elite    Unit Size: 9
Keywords: Kraer, Elf, Infantry
Model: Brookwarden
 

Kraer Icecaster


MovementHit mod (melee/ranged)StrengthToughnessAttacksWoundsSaveLeadership
7"+1/+133216+8
Wargear: Iceblade and Iceblast.
Battlefield Role: Special    Unit Size: 9
Keywords: Kraer, Elf, Infantry
Model: Icecaster
 

Kraer Mistcaller


MovementHit mod (melee/ranged)StrengthToughnessAttacksWoundsSaveLeadership
7"+1/033216+8
Wargear: Iceblade.
Special Rules: Magic Initiate, Limited Magic (Lore of Ice).
Battlefield Role: Special    Unit Size: 9
Keywords: Kraer, Elf, Infantry
Model: Mistcaller
 


Leaders

 

Kraer Cryosmith


MovementHit mod (melee/ranged)StrengthToughnessAttacksWoundsSaveLeadership
7"0/+233256+8
Wargear: Icestave (Magic Staff) and Iceblast.
Special Rules: Magic Adept.
Battlefield Role: Leader    Unit Size: 1
Keywords: Kraer, Elf, Infantry, Hero
Model: Cryosmith
 

Kraer Flowmaster


MovementHit mod (melee/ranged)StrengthToughnessAttacksWoundsSaveLeadership
7"+2/033356+8
Wargear: Icestave (Magic Staff) and Iceblade.
Special Rules: Magic Initiate, Iceflows.
Battlefield Role: Leader    Unit Size: 1
Keywords: Kraer, Elf, Infantry, Hero
Model: Flowmaster
 

Kraer Stormbringer


MovementHit mod (melee/ranged)StrengthToughnessAttacksWoundsSaveLeadership
7"+2/033466+8
Wargear: Icemaul and Iceshield.
Battlefield Role: Leader    Unit Size: 1
Keywords: Kraer, Elf, Infantry, Hero
Model: Stormbringer
 

Kraer Shorebreaker


MovementHit mod (melee/ranged)StrengthToughnessAttacksWoundsSaveLeadership
7"+2/033556+8
Wargear: Two Icehammers.
Special Rules: Cleaving Blow.
Battlefield Role: Leader    Unit Size: 1
Keywords: Kraer, Elf, Infantry, Hero
Model: Shorebreaker
 

Kraer Waterlord


MovementHit mod (melee/ranged)StrengthToughnessAttacksWoundsSaveLeadership
7"+2/033566+8
Wargear: Flowmaul and Iceblast.
Special Rules: Cleaving Blow, Flurry of Blows, Warlord.
Battlefield Role: Leader    Unit Size: 1
Keywords: Kraer, Elf, Infantry, Hero
Model: Waterlord
 

Wargear

Melee Weapons

Flowmaul


To HitStrength modRendDamageSpecial rules
6++201Chilling, Freeze

Iceblade


To HitStrength modRendDamageSpecial rules
5+001Light weapon, Chilling

Icehammers


To HitStrength modRendDamageSpecial rules
6++101Light weapon, Chilling

Icemaul


To HitStrength modRendDamageSpecial rules
6++202Chilling
 

Ranged Weapons

Iceblast


RangeAttacksTo HitStrengthRendDamageSpecial rules
12"15+401Chilling, Freeze

Icebow


RangeAttacksTo HitStrengthRendDamageSpecial rules
24"25+401Chilling
 

Wargear

Icestave: This unit gains +2 to casting rolls if it chooses the Lore of Ice.
Shield: Models equipped with a shield may re-roll saves of 1.
  -Iceshield: At the start of the shooting phase and at the start of the combat phase, each unit equipped with Iceshields can choose to have their Iceshield count as a Heavy Shield, or a Shield which grants the unit Shieldwall.
  -Heavy Shield: Models equipped with a heavy shield may re-roll all failed saves.
   

Special Rules


Chilling: If a unit has suffered any wounds as a result of attacks made with a Chilling weapon then it must subtract 2 from it's movement characteristic in that unit's next movement phase.
Cleaving Blow: This model may suffer -1 attack to gain +2 Rend on any melee weapon it attacks with during the combat phase. If any model in a unit does this then all of them must. Note that models with only 1 attack may not do this.
Flurry of Blows: For each hit roll of a 6 or more, this model may make an extra attack with the same weapon. This attack can result in more attacks through this rule.
Freeze: If a unit has suffered any wounds as a result of attacks made with a Freeze weapon then it must subtract 1 from it's attack characteristic in the combat phase of this turn, to a minimum of 1.
Iceflows: Friendly units within 12" may add 1 to hit rolls in the shooting phase, and may add 1 to casting rolls.
Light Weapon: A model equipped with two light weapons may double their attacks when attacking with one.
Limited Magic: This model may only know spells from the lore presented as part of this rule.
Magic Adept: This unit may attempt to cast spells as described in the Magic Rules.
Magic Initiate: This unit may attempt to cast spells as described in the Magic Rules.
Shieldwall: Enemy ranged attacks drawn over this unit suffer -1 to hit. In addition, units may never benefit from a Charge Bonus against this unit.
Stealth: This unit may not be targeted by a unit using a ranged weapon or an ability unless this unit is the closest enemy unit.
Warlord: This unit must be your General. Your army may only ever include a single Warlord.    

Army Abilities

A Kraer Praetorians army has access to the following army ability. They may also select one of the Aspects in the table below and gains the benefits listed in that Aspect's column.

Kraer Praetorians Army Ability

Each time a unit with this ability is chosen to attack, it may choose one of the following abilities to apply to all of it's attacks this phase: +1 Strength, +1 Rend, +2 Attacks, +1 to Hit

Kraer Aspects


Aspect of the OceanAspect of Ice
After a unit in this army has moved in the movement phase, it may roll a dice. If the result is 4+ then it may immediatley make a move of 3" following all of the normal movement rules.If a unit in this army doesn't move in the movement phase, then it may re-roll save rolls of 1 until it's next movement phase. If a unit equipped with an Iceshield doesn't move in the movement phase, then it may gain +1 to it's save rolls.
At the end of the combat phase, your general may select a friendly unit within 6". That unit can immediately pile in and attack again.At the beginning of your opponent's movement phase, you may select an enemy unit within 3" of your general. No model in that unit may move further away from your general this phase.

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