The spirit of Kurnous fills the target of the spell, infusing them with a part of his savagery, anger and power. This spell may be cast upon a single friendly unit within 18", and may be targeted on a unit engaged in close combat. If already engaged in combat, each model in the unit gains +1 Attack (does not affect steeds or ridden monsters). If the unit is not engaged in combat, it immediately makes a 2D6" move towards the nearest enemy unit that it can see - if it can see no enemy unit, then it will move straight forwards (for skirmishers nominate a direction before rolling). A unit that moves in such a way cannot shoot that turn. If this move brings the unit into contact with an enemy, it counts as charging in the subsequent Close Combat phase. An enemy charged in such a way may only choose hold as a charge reaction and must take any Psychology tests incurred as normal.
Source: Warhammer Fantasy: 7th Edition
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Spell Level 6Casting Value: 11+