Troop Type: Infantry (Special Character)
Magic: Algard is a Level 4 Wizard who chooses spells from the Lore of Shadow. Two of his four spells are automatically counted as Pit of Shades and Penumbral Pendulum, the remaining two are generated as normal.
Special Rules:
A Killer, not a Leader: Algard's job is to stay out of the line of sight, not attract it. A model with this special rule may never be your Army General. Furthermore, other units can never use his Leadership value.
Master of Deception: Algard is the Patriarch of the Grey College, and his skills prove it. Algard can deploy with the Hidden special rule. This allows him to deploy within any friendly Empire Infantry unit, but he is not placed on the table, instead being revealed later in the game. He may reveal himself at the start of any of your movement, close combat or Magic phases. Before he is revealed, Algard may not be removed as a casualty unless his entire unit is wiped out. Algard may not perform any actions before revealing himself (this includes channeling power or dispel dice, casting or dispelling etc.).
While Hidden, Algard can change which unit he is hidden in at the start of any movement or Close Combat phase, make a note to keep track of which unit he is in. Any item or special ability that reveals hidden units reveals where Algard currently is, and when that happens, you may no longer move him between units.
Dimensional Shunt: Algard holds a level of mastery over magic that bends space that far surpasses any living human. Algard can make a single attack in Close Combat against a unit in base contact with him. This attack always hits on a 4+ and has the Heroic Killing Blow special rule. If the target has the Ethereal or Daemonic special rules, then the Heroic Killing Blow triggers on a 5 or 6.
Magic Items:
Talisman of Obfuscation: This talisman holds layers of obfuscating and protective magic that prevent an enemy from even laying sight on Algard. If Algard is in a unit, then he may not be targeted by Shooting attacks and always passes any "Look Out Sir!" rolls he's entitled to take. If a model is in base contact with Algard and attempts to make a Close Combat attack against him, then a D6 must be rolled. On a 4+ all successful To Hit rolls must be rerolled.
Cloak of Plane Walking: This cloak allows Algard to briefly transition into the spaces between worlds. Algard has the Ethereal special rule and a 4+ Ward Save.
Staff of Portals: This staff, personally enchanted by Algard, expands his ability to manipulate the boundaries of reality. Algard has a +1 bonus to cast Penumbral Pendulum and Pit of Shades. In addition, once per game Algard can extend the effect of Smoke and Mirrors to his entire unit, given that the unit is Infantry. This allows for the swapping of two infantry units across the Battlefield within 18", but must otherwise follow the rules for Smoke and Mirrors.