Asarnil:
Deathfang:
Troop Type: Monster (Special Character). Asarnil counts as Infantry (Special Character) if he is ever dismounted.
Special Rules (Asarnil): Always Strikes First, Immune to Psychology, Martial Prowess, Stubborn
Victory is a Foregone Conclusion: Asarnil must always issue and accept challenges if he is capable of doing so. In a challenge, Deathfang cannot be targeted and may not participate, and Asarnil dismounts so he does not benefit from any of Deathfang's abilities.Asarnil may reroll all failed rolls To Hit and To Wound in the challenge. In addition, if Asarnil wins the Challenge, he adds an additional +1 to the Overkill bonus regardless of how many wounds past the maximum he actually deals (or if he actually scores any Overkill at all), resulting in a maximum Overkill bonus of +6.
Magic Items:
Sword of Asarnil: Magic Weapon. This is an Ithilmar sword with an incredibly basic enchantment. Asarnil does not need more than that. Attacks from the Sword of Asarnil are Armor Piercing and Parry Saves cannot be taken against them.
Dragon Armor: Magic Armor. 5+ Armor Save, 6+ Ward Save and the Fireborn special rule (2+ Ward Save against Flaming Attacks).
Amulet of Dragonheart: Talisman. An artifact crafted by the legendary Caledor Dragontamer. Asarnil (and Deathfang, if Asarnil is mounted) have a 2+ Ward Save against non magical shooting attacks that don't use a Template. Non magical shooting attacks that use a template must roll a D6, on a 4+ the attack fails to hit Asarnil and Deathfang. In addition, any model that Asarnil is in base contact with at the start of the Close Combat phase must take a Toughness Test. If they fail, their Weapon Skill and Initiative is reduced to 1 for the rest of the Close Combat phase.
Deathfang: Fly, Large Target, Terror, Immune to Psychology, Scaly Skin (3+), Stubborn
Breath Weapon: Deathfang has a Strength 5 Breath Weapon with the Flaming Attacks special rule
Death from Above: Asarnil and Deathfang can be deployed in a unique manner, although they don't need to be. Instead of deploying normally, the controlling player rolls a D6 at the start of their movement phase every turn after the first. On a 4+, Asarnil and Deathfang arrive. Place the large round template anywhere on the table that is not Impassable Terrain, a Forest or a Building, and then roll an Artillery and Scatter die. If a Hit! Is scored on the Scatter die and a misfire has not occured, do not move the template, that is where Asarnil and Deathfang arrive. If any other result appears on the Scatter dice, and a Misfire is not rolled on the Artillery dice, then move the template in the direction of the Scatter dice a number of inches equal to the Artillery dice.
If a Misfire is rolled, then the opposing player chooses where Asarnil and Deathfang land, as an issue has occurred. No matter where Asarnil and Deathfang arrive, if they land on an enemy unit they count as having charged and have a High Ground bonus. Asarnil and Deathfang may not land on Impassable Terrain, Buildings or friendly units, and must be moved as close to the template as possible while avoiding those areas by at least 1".
Sworn Comrades: If Asarnil is taken out as a casualty, Deathfang counts as having rolled a 5-6 on the Monster Reaction table. If Deathfang is taken out as a casualty, Asarnil is dismounted and gains the Frenzy, Hatred and Unbreakable special rules. Asarnil may not move from the area in which Deathfang was taken out until the battle is over. Despite having Frenzy, Asarnil automatically succeeds on any test to restrain charging from Berserk Rage and he may not pursue fleeing enemy units. Asarnil does not lose his Frenzy, and his Hatred applies to every round of Close Combat.