M'Kachan, Daemon Prince of Tzeentch

(Entry)
Type: upgrade
Categories: Daemon Characters
EntryId: 995b-33ab-91b9-361a
Hidden: false
Costs: 412 pts
Options (2)
Rules (6)
Fortune of Tzeentch
M'Kachan is allowed to use a nullify each psychic phase just as if he had been dealt a nullify card. This nullify always works on a roll of a 3+, no matter what the psychic levels of models involved.
Master of Illusion
Using this ability, don't deploy M'Kachan at the start of the game. Instead choose a single model in the army to be M'Kachan in disguise. This may even be an allied model if desired. Once that model suffers a wound, or M'Kachan chooses to reveal himself, remove the model and replace it with M'Kachan. Any damage suffered by M'Kachan while he was disguised still applies.
Destiny of Tzeentch
Force cards are always dealt to M'Kachan's side first, even in the psychic phase of an opponent's turn. In addition, his side always get to use the first psychic power
Incredibily Cunning
May roll two dice and pick the one with the highest score when rolling to see who gets the first turn. May choose 1 extra strategy card at the start of the battle. May choose freely after all other cards dealt out. The opponent can they declare 1 card out loud and if it was the one M'Kachan chose, it must be discarded
Hatred
Troops who hate their adversaries take any Break and Rally tests with a Leadership of 10.
May re-roll any attack dice when they first attack in close combat against their hated foe.
Troops in close combat who hate their enemy must always use their 2" follow-up moves to get closer to the enemy or to engage another hated foe in close combat.
Terror
See rulebook page 66- too long to describe

Profiles:

Unit Unit TypeMWSBSSTWIALD
M'Kachan, Daemon Prince of Tzeentch

M'Kachan

8

7

7

7

7

7

10

5

10

Armour Saving Throw
Daemonic Aura

4+

Cannot be modified. If hit by a psychic attack, or by a force weapon, it receives no saving throw.