Source: Warhammer Fantasy: 6th Edition

Call Winds
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Ability55 points

The anger of a von Carstein is so powerful that even the sky reflects it.

At the beginning of each of his turns the Vampire can decide not to move in that Movement phase and attempt to call winds. Roll a dice: on a result of 1 nothing happens, on a 2 to 6 the Vampire summons a wild storm that will last until the beginning of his next turn. If he is engaged in close combat, wounded or killed, the storm ends immediately. The storm affects the entire battlefield. All shooting is at -1 to hit. All flying movement is impossible and flying creatures have to use their ground Movement value.