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Faction: Firstborn

The ability to look where the One King gazes is a rare and dangerous gift. Those rarest of individuals who manifest the powers to see the myriad threads of time are brought before the One King to focus their powers and serve him in the glorious task of defeating the Dark One. Some Chronomancers manifest their gifts in childhood while others’ emerge in adulthood. Those who survive the emerging gifts are taken to the Eternal Towers where they are trained to become Chronomancers. In battle, Chronomancers are charged with manipulating the threads of time to aid the army in its victory. They are revered by the units of the Kingdom and serve as the right hands and aids to the One King. Their powers are varied and their expertise in matters of time, diverse. Within the Order of the Chronomancers are sub-orders whose members congregate to explore their mutual interests and advance their gifts.

© 1998 Target Games

Concept Art
Concept Art

3D Model
© 2022 Uhrwerk-Verlag

Unit Rules from the 2.Edition.

Article print Type: Close Combat Individual

Chronomancer (1) Costs: 85
1381515 4243 20-12

Special Rules:
- Steadfast
- Commanding Presence
- The Chronomancer may purchase spells from the Chronomancer´s Spell List.
- The Chronomancer has the ability to Interrupt the turn of another unit or may activate anytime during any turn as long as he has not yet been activated that turn. He may even interrupt a model that is using a reserve action from Wait. He may also Interrupt an enemy Unit´s turn. However if he does so he must finish all his Actions before the interrupted Unit continues with is Actions. All the Chronomancers action and any effects from those actions take place before resuming the interrupted units actions. A Chronomancer cannot "Give Orders" under this Interupt power. They may not interrupt involuntary movements or actions such as those caused by uncontrolled summoned units. A Chronomancer who is using special ability cannot be interrupted by a waiting model while taking his actions. A Chronomancer may not interrupt an Enlightend or another Chronomancer´s turn.
- You may only purchase one Chronomancer for every 1000 points in your army. For example, an army of between 1 and 1000 point may include 1 Chronomancer. An Army of between 1001 and 2000 points may include 2 Chronomancers, etc. ...
- Each Chronomancer is armed with a Power Staff.

Power StaffCC--ST+4(x2)


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First version from 09.12.2012. Last Version from 15.12.2012.

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