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====Siege Strider==== A Silt Strider is capable of carrying an incredible amount of weight with its sturdy insectoid legs. Some carry warbands or nobles with their retinues; others, however, may be outfitted to carry mighty siege weapons. Within the walking towers, all manner of heavy firepower, whether mundane or magical, are kept safe from the blows of the enemy. 160 pts. Support. Skirmish, Monstrous Cavalry, Dark Elf(Rider), Single Model (1 Silt Strider, 3 Riders) 50mm x 100mm base. {| class="wikitable" |- ! Name ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Mg ! Sv |- | Rider | 2 | 4 | 3 | 3 (4) | 1 | 3 | 1 | 8 | 4 | 5+ |- | Silt Strider | 3 | 0 | 7 | 5 | 5 | 3 | 3 | 7 | 0 | 5+ |} Rider WS2 BS4 S3 T3(4) W1 I3 A1 Ld8 Mg4 Sv5+ Silt Strider WS3 BS0 S7 T5 W5 I3 A3 Ld7 Mg0 Sv5+ Wargear: Riders have a single Siege Weapon which they fire together, Hand Weapon, and Bonemold Armor. Choose the Siege Weapon from the following list: Glaive Thresher: An enormous repeating crossbow, the Glaive Thresher rests comfortably and securely within the Strider's shell. S10AP5, Move or Fire 4, Range 48". Siege Ballista: The Siege Ballista is a crossbow-like machine converted to fire enormous boulders at the enemy. S8AP4, Move or Fire 1, Blast, Range 48", rolls 3d6 for armor penetration against structures. Ashflame Flinger: The Ashflame Flinger's blasts contain a mix of tars and flammable chemicals found within the endless swamps and wastelands of Vvardenfell. Everything caught beneath the lit mixture is immolated. S4AP0, Move or Fire 1, Large Blast, Range 24", flame. Mark the location hit by the blast on the table. Until the beginning of your next turn, at the beginning of every phase, every unit at that location takes a S3AP0 flame hit for each model fully or partially under the marked location. Cover saves are allowed against these extra hits. Spellwrights(Telvanni only): The riders are Telvanni nobles skilled in the arts of siege magic. This does not count as a shared Siege Weapon, but rather replaces one. All three Riders get +2 Mg, and Wizard Robes(replacing their armor). Each Rider knows a (non-Temple)spell of your choice from the list. All Riders must take spells from the same school of Magic. For one of your Riders to take a Necromancy/Summon Daedra spell, you must pay the following amounts of points: Necromancy/Summon Daedra spell cast on 9+ or lower: +5 pts Necromancy/Summon Daedra spell cast on 10-13+: +10 pts Necromancy/Summon Daedra spell cast on 14-18+: +30 pts Necromancy/Summon Daedra spell cast on 19-22+: +75 pts Necromancy/Summon Daedra spell cast on 23+ or higher: +120 pts Chitinous Exoskeleton: Silt Striders have a 5+ armor save. Special Rules: Silt Striders cause Fear. Amphibious: Silt Striders ignore water terrain features when moving. War Tower: Silt Striders are Monstrous Creatures, ridden as Monstrous Cavalry by the Riders, who are Infantry should they cease to be mounted on the Silt Strider. Tamed Monster: Silt Striders have the Bestial Instinct special rule, but while at least one Rider is alive, they may make any Leadership tests (even those required to be made on their own value) on the Rider's value instead. Weapon Crew: The Siege Weapon on the back of the Silt Strider is shared as wargear among all three Riders. As long as at least one Rider is alive, all the riders may equip it at once and fire it; this counts as them firing a weapon for the turn. The Siege Weapon is never treated as a separate model, only as a single piece of wargear that must be equipped by all riders currently alive. It is fired using the highest Ballistic Skill of models firing it. One Rider may be upgraded to Strider Trainer(+2 Ld) for +15 pts. One Rider (not the Trainer) may be upgraded to Standard Bearer for +10 pts.
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