Banshees are the restless spirits of evil women. Their shades linger in the material world, fearing to cross the void to face punishment for their evil deeds. Banshees howl in bitterness and remembrance of when the pleasures of life were theirs. Their wail is lethal to mortals and those who do not have a will of iron may die of sheer horror upon hearing it. Their visage is skull-like and twisted, eternally frozen in a grimace of agony and everlasting pain. Their great mane of hair flows around them like a black cloud. They float above the ground and are surrounded by an eerie glow of deadlights, shades of the men who they murdered during their lifetime.
Unit Size: 1. Weapons & Armour: None. Single model: A Banshee is treated as a character on foot for movement and when targeted by missiles. A Banshee has a Unit Strength of 1 and cannot join other units or characters. Ghostly Howl: A Banshee is capable of emitting an eerie howl that brings death to mortals. Even the distant shriek of a Banshee is enough to strike horror into the hearts of the bravest men, and anyone hearing the constant wail of a Banshee will die of sheer fright. The Ghostly Howl of a Banshee is used in the Shooting phase. A Banshee may use it even in the turn she has declared a charge or marched and even when engaged in close combat, but in this case she can Howl only against one of the units she is fighting (the Howl will affect only the target unit, even in a multiple fight). The attack has a range of 8". The Banshee can target any one unit within this range (even characters on their own that could not normally be targeted by shooting, but not characters inside units) and does not need a line of sight to the target. Roll 2D6+2 and deduct the Leadership value of the unit from the score. For each point by which the roll beats the target's Leadership, the target suffers 1 wound, distributed exactly like missile fire amongst the unit. So if you roll a 9, thereby obtaining a total of 11, and the target unit's Leadership is 8, the unit suffers 3 wounds. No armour saving throw is allowed against wounds caused by a Banshee's Howl, but units can use the superior Leadership of the character who is leading them or even the General's, if he is within 12". Units which are Immune to Psychology are not affected by the Howl. In the case of ridden chariots/monsters, war machines and similar units, use the highest Leadership value of the models involved to determine the number of wounds caused and then randomise each wound as for shooting hits (discard wounds hitting war machines). Ethereal Creature: Ethereal beings are insubstantial creatures which can move through solid objects. They therefore suffer no movement penalties for moving over difficult terrain or obstacles, or from other reductions to movement (such as the Anvil of Doom's Rune of Water or the Pit of Shades spell). They can move through buildings just as easily, but not through other units. They cannot, however, end their movement inside impassable terrain nor see through anything that would block the line of sight of normal units. Ethereal creatures block line of sight normally (the enemy cannot see through them).
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