| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Nemesor Zahndrekh | 5" | 2+ | 2+ | 5 | 5 | 6 | 3 | 10 | 2+ |
| Abilities |
|---|
| Counter Tactics:
At the beginning of your opponent's turn, choose one enemy CHARACTER within 12" of Nemesor Zahndrekh. Any aura abilities that character has cannot be used until the beginning of your opponent's next turn. |
| Transient Madness:
Roll a D3 at the beginning of your turn and consult the consult the following table. Choose a friendly SAUTEKH INFANTRY unit within 6" of Nemesor Zahndrekh to gain the relevant ability until the beginning of your next turn. 1) Avenge the Fallen: Add 1 to the Attacks characteristic of models in this unit. 2) Quell the Rebellion: Improve the Ballistic Skill of models in this unit by 1 (e.g. a Ballistic Skill of 3+ becomes 2+). 3) Solarmills? Charge!: Re-roll failed charge rolls for this unit. |
| My Will Be Done (Zahndrekh):
At the beginning of your turn, choose a friendly SAUTEKH INFANTRY unit within 6" of Nemesor Zahndrekh. Add 1 to Advance, Charge, and Hit rolls for that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn. |
| Phase Shifter:
This model has a 4+ invulnerable Save. |