| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Mutalith Vortex Beast | * | 4+ | 4+ | 7 | 7 | 14 | * | 7 | 4+ |
| Abilities |
|---|
| Mutant Regeneration:
At the beginning of each of your turns, this model regains 1 lost wound. |
| Unstable Energies:
If this model has 7 or fewer wounds remaning at the start of your Shooting phase, the ranges of its Mutalith Vortex powers are doubled; however, it will suffer a mortal wound if you roll a 1 when the model attempts to use a power. |
| Warp Implosion:
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 those nearby are damaged by searing warpfire as the vortex collapses in on itself and each unit within 6" suffers D6 mortal wounds. |
| Aura of Dark Glory:
All models in this unit have a 5+ invulnerable save. |
| Warp Vortex - D6 Roll |
|---|
| -:
At the start of each of your Shooting phases, you may have this model attempt to use a single Mutalith Vortex Power of your choice from the table below. Alternatively, you may randomly determine the power by rolling a D6 and consulting the table below; if you do so, you may attempt a second randomly determined power immediately after resolving the first power. Each time this model attempts to use one of its powers, roll a D6 to see if it is successful. If the result is equal to or greater than the Vortex Power characteristic shown in its damage table resolve the power's effects, otherwise the attempt to use the power fails and nothing happens. |
| 1 - Warp Flare:
Each enemy unit within 9" of the Mutalith Vortex Beast immediately suffers a mortal wound. |
| 2 - Chaotic Infusion:
Pick a TZEENTCH unit from your army within 9" of the Mutalith Vortex Beast; add 1 to that unit's Strength characteristic until the end of the turn. |
| 4 - Ephemeral Touch:
Pick a TZEENTCH unit from your army within 9" of the Mutalith Vortex Beast; improve the AP of all melee weapons wielded by that unit by 1 until the end of the turn (for example, a weapon with an AP of 0 would have an AP of -1 instead). |
| 3 - Temporal Flux:
Pick a TZEENTCH unit from your army within 9" of the Mutalith Vortex Beast; you can re-roll failed charge rolls for the unit this turn. If the unit is already within 1" of an enemy unit, they fight first in the Fight phase as if they had charged this turn. |
| 5 - Maelstrom of Madness:
Pick an enemy unit within 9". Reduce its Leadership characteristic by 1 until the end of the turn. This is cumulative with other uses of this power (to a maximum of -3). |
| 6 - Beam of Unreality:
Roll 3 dice; for each roll of 4+, the closest enemy unit within 18" of the Mutalith Vortex Beast and visible to it immediately suffers a mortal wound. |
| Wound Track | Remaining W | Characteristic 1 | Characteristic 2 | Characteristic 3 |
|---|---|---|---|---|
| Mutalith Vortex Beast | - | M | A | Vortex Power |
| Mutalith Vortex Beast3 | 1-3 | 4" | 2 | 4+ |
| Mutalith Vortex Beast2 | 4-7 | 6" | 3 | 3+ |
| Mutalith Vortex Beast1 | 8-14+ | 8" | 4 | 2+ |