(E) Jain Zar, The Storm of Silence

(Unit)
Type: model
Category: HQ
Categories: HQ
LinkId: 74a7-2681-607d-79ae
Hidden: false
Costs: 200 pts

Constraints:

max(roster): 1
Options (2)
Rules (9)
War Shout
Enemy units locked in combat with a model that has this special rule subtract 2 from their Leadership.
Disarming Strike
Before rolling To Hit whilst in a challenge, Jain Zar can choose to nominate one of her opponent's melee weapons.  Her opponent counts as not being equipped with that weapon until the end of the phase.  If Jain Zar does this, she makes one less Attack than normal this phase.
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.
Acrobatic
A unit that consists entirely of models with this special rule adds 3" to its maximum move distance when it Runs and when it makes charge moves.  Furthermore, models with this special rule do not suffer the Initiative penalty for charging enemies through difficult terrain.
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.
Fear
At the start of each Fight sub-phase, a unit in base contact with one or more enemy models that cause Fear must take a Leadership test (called a Fear test) before any blows are struck. If the test is passed, all is well and there is no effect. If the test is failed, the unit succumbs to fear - all models in the unit have their Weapon Skill reduced to 1 for the remainder of that Fight sub-phase. Note that a model that causes Fear is not itself immune to Fear, and will still need to take a Fear test if it is base contact with any enemy models that cause Fear.
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).
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
Jain Zar

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)