| Unit | M | WS | BS | S | T | W | A | Ld | Save |
|---|---|---|---|---|---|---|---|---|---|
| Harpy | * | * | * | 6 | 6 | 12 | 3 | 9 | 4+ |
| Stat Damage - M, WS & BS | Remaining W | Movement | WS | BS |
|---|---|---|---|---|
| Harpy (1) | 7-12+ | 30" | 4+ | 4+ |
| Harpy (2) | 4-6 | 20" | 4+ | 5+ |
| Harpy (3) | 1-3 | 10" | 5+ | 5+ |
| Abilities |
|---|
| Sonic Screech:
When a Harpy successfully charges, until the end of the turn enemy units within 1" cannot be chosen to Fight until all other eligible units have done so. |
| Spore Mine Cysts:
A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to maximum of 3 dice. Each time you roll a 4+ a Spore Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Spore Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Spore Mine misses its target, set up a single |
| Instinctive Behaviour:
Unless a |
| Death Throes:
If this model is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds. |