Mhorgoth the Faceless : This unit can move At the Double and make Ranged attacks as if it has Advanted that Turn.
While within 6" of this unit, Enemy units have -1 to their Wavering and Rout Nerve values, in addition to any other modifiers that may apply. The Dread effect is non-cumulative. Not usable with Brutal or Shattering; the attacker must choose which to use.
This unit can move over, and pivot while over, anything, as long as its entire move ends clear of any units or Blocking Terrain. It does not suffer Hindered Charges for moving over Difficult Terrain or Obstacles, unless it ends the move within or touching them. While Disordered, it cannot use Fly. If a unit with Fly has Nimble, then that is also lost while Disordered.
Never block LoS and does not provide Cover. Free 360 degree pivots before Movement orders and picking Ranged targets. Nimble, and may protect this unit's facings in Friendly base contact. Yielding (KoW3 p34), unless also Mighty. Enemies making Ranged attacks against this unit suffer an additional -1 to hit modifier. Steady Aim. Aligns to the first Charger to contact (except during Overrun), but the Chargers shuffle. Enemies, and this unit, do not double/triple attacks against each other for flank/rear Charges, except this unit against War Engines. Overrun (KoW3 p34).
When this unit receives a Movement order, before doing anything else, roll a number of dice equal to the damage on the unit. For every result of (n) or higher, it immediately removes 1 damage previously suffered.
If this unit, or any Friendly Core unit within 9" is Routed, the opponent must re-roll that Nerve test, according to name or keyword qualifiers. The second result stands. Any rule that affects Inspiring also affects Very Inspiring.
RANGE: 12" || TARGETS: Friendly, CC || MODIFIERS: - || EFFECT: If 1 or more hits land, for the rest of the Turn the target unit gains Crushing Strength (+1). Non-cumulative from this spell.
RANGE: 6" || TARGETS: Enemy, CC || MODIFIERS: Piercing (1) || EFFECT: If 1 or more damage inflicted, choose the caster or a Friendly Core unit within 6" of the caster. Remove 1 damage from the chosen Friendly unit for each damage dealt to Enemy target by Drain Life. If cast into Melee, Enemy target will not take a Nerve test from this Ranged Phase's damage.
RANGE: 36" || TARGETS: Enemy || MODIFIERS: - || EFFECT: Instead of damaging, if 1 or more hits land, make a Nerve test for the target Enemy unit at the end of the Ranged Phase as though damage had been caused.
RANGE: 12" || TARGETS: Friendly (Shambling) || MODIFIERS: - || EFFECT: For each hit landed, the target must move directly forward 1" (stopping just out of contact with Friendly units and Blocking Terrain). Fly is not in effect for this. Contacting Enemies results in a Charge (so align & shuffle), but those units will now skip this Ranged Phase's Nerve tests, if any. Align to facing contacted, or IF you'll Charge a corner, note the leader point BEFORE Surging forward, and align to the arc's facing that the target Friendly unit's leader point started in! If contacting 2+ Enemies simultaneously, the casting player chooses which to Charge. Surging over an Obstacle or Difficult Terrain is a Hindered Charge as normal. No effect on units with Speed 0.