So I really like the tribal concept of the Casanii but also their rules sets and from looking at the scouts rules I can see that they are heavily movement based.
So on that note I wanted to create a spiritual leader with a unique movement effect.
Casanii Spirit walkers are sought out in times of trouble, often hermits, these Fubarnii can traverse the physical plane in order to seek out answers from the spirits. Highly prized in some areas of the empire, they make excellent advisor's, if not a little strange.
On the battlefield they have an excellent understanding of the ebb and flow of fortune and can manipulate the tides of luck to make their allies land lethal blows or dodge attacks that could result in instant death. When confronted by danger or if they need to deploy to a new vantage point they can leave the physical world and reappear elsewhere almost instantly...
Casanii Spirit walker -Leader - 35pts
M: 6 C: 2 S: 1 T: 5+ Stamina: 2
Command Range: 6”
Sprint* [A]: After Moving, move an additional 4”.
Longbow [R]: Move up to 3” then make a 2CS Ranged Attack against one target within 12”.
Spirit walk [A]: After the turn ends but before a new initiative counter is drawn this model may make a full movement even if it had previously activated this turn. It may move through enemy models, terrain and any obstacle without penalty during the spirit walk.
Talisman[T]: All friendly models with 6" of this model may recast one failed combat stone per turn.
I thought it was a little quirky and I guess I want him to look like the new tonto from lone ranger
looking forward to getting to grips with the casanii