Unit | M | WS | BS | S | T | W | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|
Night Shroud [1] (8+ Wounds Remaining) | 20-50" | 6+ | 3+ | 6 | 7 | 14 | 3 | 10 | 3+ |
Night Shroud [2] (4-7 Wounds Remaining) | 20-40" | 6+ | 4+ | 6 | 7 | N/A | D3 | 10 | 3+ |
Night Shroud [3] (1-3 Wounds Remaining) | 20-30" | 6+ | 5+ | 6 | 7 | N/A | 1 | 10 | 3+ |
Abilities |
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Death Sphere Bombardment:
Once per battle, in your Movement phase, after this model makes a Normal Move or Advances, you can select one enemy unit this model moved across as part of that move. If you do, roll 3D6 for each VEHICLE or MONSTER model in that unit, and roll one D6 for each other model in that unit (to a maximum of twelve D6); for each roll of a 3+, that unit suffers 1 mortal wound. |
Hard to Hit:
Each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll. |
Airborne:
You cannot declare a charge with this model and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY. |
Supersonic:
Each time this model makes a Normal move, Advances or Falls Back, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. |
Explosion | Dice Roll | Distance | Mortal Wounds |
---|---|---|---|
Explodes (6/6/D3) | 6 | 6" | D3 |