Tehenhauin

(Entry)
Type:

model

EntryId:

9ae0-0e9c-6fd0-a9a2

Hidden:

false

Costs: 315 pts

Constraints:

max(roster): 1
Options (4)
Rules (10)
Master of Snakes
Tehenhauin can join Jungle Swarm units, even though characters are not normally permitted to join Swarms. Whilst Tehenhauin leads a Jungle Swarm, he gains Unbreakable and the unit's Unstable rule is ignored. If Tehenhauin is killed or leaves the unit, this rule immediately ceases to apply.
Tide of Serpents
In close combat Tehenhauin can make an extra D6 Attacks at I 1. These extra Attacks are always resolved at WS 2 and S 2 and have Poisoned Attacks.
Prophet of Sotek
If your army includes Tehenhauin, you may upgrade any units of Skink Cohorts, Skink Skirmishers, Horned One Riders, Terradon Riders or Ripperdactyl Riders in your army so that the Skinks have +1 WS, as well as Devastating Charge, Hatred (Skaven) and Immunity (Poisoned Attacks) for 2 points per model. They may not take any Sacred Spawning.
Cold-Blooded
Whenever the model takes a LD test, it rolls an additional dice and discards the highest result.
Hatred (Skaven)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
Arcane Vassal
A Slann Mage-Priest can choose to cast any magic missile or direct damage spell through an Arcane Vassal within 24" of him. If he does so, measure the spell's range from the Arcane Vassal and use that model's forward arc and line of sight for the purposes of casting the spell. If using an Arcane Vassal, a Slann Mage-Priest can cast magic missiles, even if his own unit is engaged in close combat (provided that the Arcane Vassal's is not). If a spell cast through an Arcane Vassal is miscast, the result of the miscast is applied to the Slann Mage-Priest, but the Arcane Vassal suffers a S 3 hit.
Ward Save (4+)
The value of a ward save will always be shown in a model's entry. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source; single Ward saves with a better value than 4+ are always specified as such.

Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
Immunity (Poisoned Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Aquatic
Aquatic models can move within any area of water on the battlefield as if it were open ground. They are still subject to any special effects that specific terrain may have.

The models can march, claim rank bonus and be steadfast even when in water. If every model in a unit is Aquatic, and the majority of the unit is within water terrain, enemies shooting at that unit suffer an additional -1 To Hit penalty.

Profiles:

Model MWSBSSTWIALD
Tehenhauin

6

6

5

4

3

3

6

3

8

Infantry (Special Character)

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