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Lord Mazdamundi
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===5th=== In the original iteration, Mazdamundi rides a telepathically controlled [[stegadon]] (no name given), and the two fight as one model with a single statline: Movement 6, Weapon Skill 6, Ballistic Skill 5, Strength 7, Toughness 6, Wounds 8, Initiative 6, Attacks 8, and Leadership 10. He is a 4th level Wizard with four unique spells, detailed below, and also doubles as the Army's Battle Standard Bearer, as he carries the ''Sunburst Standard of Hexoatl'' (see below). He wields the ''Cobra Mace of Mazdamundi'' and bears the ''Shield of the Old Ones''. He has the special rules Cold-Blooded (when Testing Leadership, roll 3 dice and use the lowest 2 results), Shield of the Old Ones (Mazdamundi has a 4+ save that cannot be altered or ignored by Strength or magic weapons) and Slann Mage-Priest Telepathy (which lets him "borrow" a spell from another Slann Mage-Priest on the battlefield). His Stegadon gives him Impact Hits (D6 Strength 5 hits), Cause Fear, and Bony Shield (roll a d6 for each hit; on a 1, ignore the hit). His magic items are: * ''Cobra Mace of Mazdamundi:'' Hand Weapon, roll a d6 if Mazdamundi is attacked with a magic weapon; on a 6, the mace catches and destroys the weapon, which also negates all its attacks (obviously). * ''The Plaque of Tepec:'' Dispel Scroll that can only be used on a spell targeting Mazdamundi or a unit he has joined; when used both players roll a d6; if Mazdamundi's player rolls higher, the enemy wizard can't cast that spell again for the rest of the battle. * ''The Plaque of Xoloc:'' Mazdamundi or one other Slann Mage-Priest can automatically cast a spell with Total Power 1/battle. When used, every wizard on the battlefield, friend or foe, rolls a d 6; on a 1, they suffer 1 wound. * ''The Itxi Grubs:'' Once per battle, Mazdamundi can gain +d6 Winds of Magic cards. * ''The Egg of the Quango:'' Once per battle, Mazdamundi gains +d3 extra melee attacks. * ''The Sunburst Standard of Hexoatl:'' Flying creatures must land to be able to attack Mazdamundi. Mazdamundi's four geomantic spells are: * ''Move the Mountains:'' Power 2, target one Hill. For 1 turn, all troops on that hill cannot move, shoot, cast spells or fight. * ''Ruination of Cities:'' Power 3, target one building, a group of buildings forming a single terrain feature, a stone wall, or a bridge. The target is destroyed and becomes Very Difficult Ground. Roll 2d6 for each model occupying the target; if this is higher than their Toughness, that model is killed. * ''Earth Line:'' Power 3, trace a line from Mazdamundi to one of the table's four corners, then roll 2d6 for each model on the line. If the result is higher than the model's toughness, it takes 1 Wound and cannot save against it. * ''Part The Waters:'' Power 1, Mazdamundi permanently erects a stony walkway large enough to let a 4-wide unit of [[Saurus]] (or a single [[Stegadon]]) walk across it through a single water feature.
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