(E) Baharroth, The Cry of the Wind

(Unit)
Type: model
Category: HQ
Categories: HQ
LinkId: 2747-7af0-1a93-5a27
Hidden: false
Costs: 170 pts

Constraints:

max(roster): 1
Options (6)
Rules (8)
Sun's Brilliance
When Baharroth enters play from Deep Strike, all enemy units within 6" must take a test as if hit by a weapon with the Blind special rule.  All models that are immune to the Blind special rule are immune to Sun's Brilliance.
Strength from Death
Whenever a unit is completely destroyed within 7" of one or more non-vehicle units that consist only of models with this special rule, pick one of those units to make a Soulburst action.  You cannot pick a unit that is locked in combat, Falling Back, or that has Gone to Ground.  A unit making a Soulburst action can do one of the following, even if it has already done so in this turn:

* The unit can immediately move as if it were your Movement phase.
* The unit can immediately shoot (or Run or Turbo-boost) as if it were your Shooting Phase.
* The unit can immediately make a charge move as if it were your Charge sub-phase (if they do so, enemy units can fire Overwatch as if it were your Charge sub-phase). A unit that makes a charge in the Fight sub-phase does so at the end of the current Initiative step, and once they have charged, the Initiative steps continue to resolve as before (including for models in the charging unit).

A unit can only make a Soulburst action once per turn.
Herald of Victory
A unit that contains at least one model with this special rule does not scatter when it arrives by Deep Strike.
Eternal Warrior
If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.
Fearless
Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear, Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit has Gone to Ground and then gains the Fearless special rule, all the effects of Go to Ground are immediately cancelled.
Fleet
A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
Hit and Run
A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.

If the test is failed, nothing happens and the models remain locked in the fight.

If the test is passed, choose a direction - then roll 3D6. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 3D6 result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate D6".

A Hit & Run move is not slowed by difficult terrain, but takes Dangerous Terrain tests as normal. It may not be used to move into base or hull contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.
Independent Character
Independent characters can join other units.  They cannot, however, join units that contain vehicles or Monstrous Creatures.  They can join other Independent Characters, though, to form a powerful multi-character unit!  Independent Characters pass Look Out, Sir rolls on a 2+. A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbres, but instead tests as if it had at least 25% remaining.

Full details in BRB. Rule too long to copy verbatim.

Profiles:

Unit Unit TypeWSBSSTWIALdSave
Baharroth

Jump Infantry (Character)

7

7

4

4

3

7

4

10

2+

Wargear Item
Warlord Trait (E): Falcon's Swiftness:

The Warlord and his unit add 3 to the dice roll when determining how far they can Run (this will normally be D6+3").

Used By (1)