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====Priest==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Relictor.pdf Lord-Relictor]:''' (110pts) Your foot-slogging cleric with a wicked skull helm. He can control the storms, meaning he can choose to either heal a friendly ''model'' for D3 wounds (best used on other Heroes), or to lose what is basically ''Arcane Bolt'' without a casting roll on an enemy, with an excellent bonus that anyone hit also takes a -1 To Hit-penalty in the following turn. You will also choose 1 of the 6 prayers (which can be cast each turn in addition to one of the 2 just described). While no slouch in combat, he's nowhere near as good as a Lord-Celestant; of course, this isn't why you take him. The best use for him is in the "secondary" line, using his healing buff to keep your men in fighting shape and lending a hand with the lightning storm anywhere they're struggling. Heroes and paladins of all types will find him a very good "best bud." The comparison between him and the Lord-Celestant is easily explained: the Celestant is the fighter of the party while the Relictor is the <strike>chaplain </strike> cleric. Remember that the healing storm can't actually bring things back to life, it only heals stuff that's still alive. Frankly, the guy is awesome. The advent of Prayers gives him two options to influence the game in the Hero Phase, neither of which can be unbound. Favorite combo - "the FUCK YOU button": Give him the prayer Divine Light and then use his Lightning in enemy mode. With luck you'll have a unit that's taken D3 wounds, is -1 to hit, and your whole army gets to re-roll ones against them. All for the cost of two Gryph-hounds! Bargain! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Veritant-ENG.pdf Lord-Veritant]:''' (120 pts) Another Priest, Has an extra wound compared to standard heroes just like the Castellant, and gets a pretty good melee profile (4 attacks at 3/3/-1, 2 damage each). Again, like the Castellant, he gets a Free pet gryph-hound (see Fast Movers below). This guy is a wizard killer. He can unbind one spell in the same way as a wizard, and has a 50/50 chance of doing D3 mortal wounds to an enemy wizard within 7". Which isn't a spell so there is no way for the enemy to stop it. Also if the gryph-hound is within 6" of the enemy wizard, you get +3 to your unbinding roll. The gryph-hound is no slouch in combat either, doubling its attacks as long as the enemy is within 3" of the Veritant. Last but not least he is a priest, so don't forget to throw some extra prayers on him. His role is more of an assassin than the Relictors more support role, choose accordingly for him when deciding on prayers. *'''Lord-Exorcist:''' (95 pts) The cheapest priest, and the Sancrosact option. Just because he's the cheapest of the bunch, don't count him out. His Redemption Stave isn't all that impressive (4 attacks at 3/3/-1, D3 Wounds each) but it will keep him alive should he get into a fight. His biggest trick is his Redemptor Casket, which hits any Daemon or Nighthaunt every shooting phase that's within 6" of him. Roll a D6 for every Daemon or Nighthaunt unit, and on a 4+ that unit suffers a mortal wound. He's also a wizard, that can cast his own unique spell, as well as the default spells. His unique spell deals D3 mortal wounds to any enemy in 6". The trick is that when determining if the spell hits, you roll again, adding the enemy's bravery to the roll, and you're looking for less than ten. If you're asking yourself how this is useful, the trick comes when you realize you halve the bravery of Death and Daemon units for this spell, making him a terror against a whole Grand Alliance, and a potent weapon against Daemons. *'''Knight-Exorcist:''' (Unknown) The newest priest, and the only Thunderstrike option. We know the least about the Knight-Exorcist right now, but it can be assumed that he will acquit himself well in close combat with that big mace of his.
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