Troop Type: Mathilde is a special character who usually counts as Infantry, but can count as Cavalry if Mounted on her Shadowsteed. Shadowsteed has M8, is Ethereal and cannot be targeted or damaged normally, but it counts as a mount and therefore increases Mathilde's Armor Save by 1 and has all the rules normally associated with Cavalry aside from the Split Model rule.
Magic: Mathilde is a Level 1 Wizard who uses spells from the Lore of Shadows. Mathilde does not generate spells normally, instead, she always knows the spell Melkoth's Mystifying Miasma.
Special Rules: Stubborn, Scout
Lashing Shadows: Mathilde is covered in darting shadows that squeeze and crush her enemies and cause fear in her enemies. Mathilde counts as a unit with Terror, and every Close Combat phase she inflicts an additional 1d3 hits dealt at 1d6 Strength to enemies in base contact with her. If Mathilde is in a challenge, those hits are only dealt to the enemy she is in a challenge with, and contribute to Overkill.
Shadowsteed: Mathilde's spectral steed is a marvel of magic, attuning to her in a way unlike any living horse, but it has its weaknesses. As mentioned above, if Mathilde enters battle with Shadowsteed, she counts as a Cavalry model and may join Cavalry units. Shadowsteed cannot have barding, has M8, has the Swiftstride and Ethereal special rules and does not have its own profile and cannot make attacks. It cannot be targeted, however, if Mathilde receives an unsaved wound, Shadowsteed can provide a 4+ Ward Save. If the Ward Save is successful, the wound is nullified but the steed vanishes, leaving Mathilde dismounted and turning her into an Infantry unit. Mathilde may not be able to ride Shadowsteed again during battle. In addition, Mathilde has the Fast Cavalry special rule when mounted on her Shadowsteed, and loses it when she is dismounted.
Rite of Way: Mathilde has developed her own unique spell to allow troops to move at significant speed regardless of terrain. This allows for amazing maneuvers unheard of in the field of battle. While Mathilde is part of an Infantry unit (if she is dismounted) or a Cavalry unit (if she is mounted), then she automatically grants Strider to the unit. In addition, the unit succeeds in any Swift Reform Maneuver they would like to make, allowing them to perform the maneuver even without a musician, and allows the unit to reroll failed charges. Units that do not have Swiftstride gain Swiftstride.
Waaghbane: Mathilde is exceptionally knowledgable on the Waaagh, and is capable of countering their magic much more reliably than the average Wizard. Mathilde has +1 to dispelling spells from Da Little and Big Waaagh Lores.
Necromantic Expert: Mathilde has read the Liber Mortis and supplemented this knowledge with a frightening level of understanding of Dhar and Necromancy. Mathilde has a +1 bonus to dispelling spells from the Lore of Vampires and the Lore of Undeath.
Magic Items:
Branulhune: Magic Weapon. This runic sword resolves all hits at Strength 10. Parry Saves cannot be taken against Branulhune. If Branulhune deals an unsaved wound against an opponent, then a D6 is rolled. On a 4+ any magical equipment they hold is disabled and may not be used in the game again. This ability also removes any Augment spells active on the opponent.
In addition, Mathilde has developed a unique style that relies on Branulhune to utilise. While Mathilde is utilising Branulhune, all enemies in base contact with her have -1 WS and she has the Killing Blow special rule.
Seed of Rebirth: Enchanted Item. Mathilde has a Regeneration (4+) save.
Enchanted Robes: Magic Armor. Mathilde has a 5+ armor save that she can use despite being a Wizard. This upgrades to a 4+ save if she is mounted on a Shadowsteed.
Belt of the Unshackled Mountain: Talisman. Mathilde has +1 Toughness (already added to her profile) as well as a 2+ Ward Save against Flaming Attacks. Whenever Mathilde suffers an unsaved wound, the model that caused it suffers a hit at the Strength of the hit+2. The first Hex, Magic Missile or Direct Damage spell that targets Mathilde or her unit is automatically dispelled, with an automatic wound inflicted on the caster. The caster must also roll a D6, on a 4+, they forget the spell they just cast.
In addition, Mathilde has Magic Resistance (3) against spells from the Lore of Dark Magic, Lore of Ruin, Lore of Plague, Lore of Nurgle, Slaanesh, Tzeentch, Hashut, Lore of Vampires and Lore of the Wild.
Staff of Mistery: Arcane Item. Mathilde may cast the Overcast version of Melkoth's Mystifying Miasma on a 5+, rather than the normal 10+. If she successfully casts the spell, she may cast it again on the same Magic phase, but if it succeeds again then she can no longer cast it again on that magic phase. This gives her two casts of MMM per magic phase assuming she's successful on both castings.
Dwarven Revolver: S4, Armour Piercing, Quick to Fire, Extra Attack, Multiple Shots x3, Flaming Attacks. Range: 12".