| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Night Shroud | * | 6+ | * | 6 | 7 | 14 | * | 10 | 3+ |
| Abilities |
|---|
| Death Sphere Bombardment:
Once per battle, a Night Shroud can drop death spheres on an enemy unit it moves over during one of your Movement phases. After the Night Shroud has moved, pick one enemy unit that it has passed over. Then roll 3D6 for each VEHICLE or MONSTER in the unit, and roll a D6 for every other model in the unit, up to a maximum of 12D6. For each roll of 3+, the target unit suffers a mortal wound. |
| Hard to Hit:
Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. |
| Airborne:
This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY. |
| Supersonic:
Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice. |
| Wound Track (M/BS/A) | Remaining W | M | BS | A |
|---|---|---|---|---|
| Night Shroud Track 2 | 3-5 | 20-40" | 4+ | D3 |
| Night Shroud Track 1 | 6-14+ | 20-60" | 3+ | 3 |
| Night Shroud Track 3 | 1-2 | 20-25" | 5+ | 1 |
| Explosion | Dice Roll | Distance | Mortal Wounds |
|---|---|---|---|
| Crash and Burn | 6 | 6" | D3 |