Asdrubael Vect

(Unit)
Type: unit
Category: HQ
Categories: HQ
LinkId: f016-64de-17bf-b15a
Hidden: false
Costs: 240 Points

Constraints:

max: 1
Options (1)

Profiles:

Melee Weapons
Sceptre of the Dark City:

This is a power weapon that always wounds on a 3+.

Abilities
Master Tactitian:

Vect seizes the Initiative on the roll of a 4+.

Ancient Nemesis:

Vect has the Preferred Enemy rul against all units. Against Eldar or Dark Eldar units, Vect also re-rolls failed To Wound rolls.

Fleet:

A unit with this rule may assault in the same turn in which it has run.

Night Vision:

When the Night Fighting mission special rule is in use, such models may choose to re-roll the test to determine how far they can see, but must abide by the new result. Characters with this rule confer it onto any unit they join, as long as they are part of the unit. Units with this rule confer it onto any characters joining them, as long as they are part of the unit.

Power from Pain:

Whenever a Dark Eldar unit with this rule destroys a non-vehicle enemy unit, it immediately gains a 'pain token'. Place a marker with that unit; a coin or other trophy will do. Each pain token confers a special rule to the entire unit, as shown in the list below. For example, a unit with one pain token has the Feel No Pain rule, one with two pain tokens has Feel No Pain and Furious Charge, etc. It might happen that several of your units are involved in a combat against one or more enemy units, which are destroyed because of the assault's results. In this case, you receive one pain token per enemy unit destroyed, and then randomly assign them amongst your units in that combat. Note that pain tokens can be gained by other means - some units even begin the game with one!

1 - Feel No Pain

2 - Furious Charge

3 or more - Fearless

If a Dark Eldar unit is joined by one or more characters with pain tokens, all the pain tokens for the unit and characters that have joined it are pooled. If an Independent Character leaves a unit with one or more pain tokens, you must divide them as equally as possible. The owning player decides who gets any remaining tokens.

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

Unit WSBSSTWIALdSv
Asdrubael Vect

8

8

3

3

4

8

5

10

4+ (6+ Invulnerable)

Wargear
Shadow Field:

A shadow field provides a 2+ Invulnerable save, but if the save is ever failed, the field is destroyed altogether. Roll separate dice, one by one, to save each wound inflicted upon the bearer to see whether the shadow field shorts out.

Ghostplate Armour:

The bearer has a 4+ Armour save and a 6+ Invulnerable save.

Plasma Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Haywire Grenades:

These grenades can be used as normal to attack vehicles. Roll a D6 for each hit scored to determine the effect on the target vehicle.

1 No effect

2-5 Glancing Hit

6 Penetrating Hit

Weapons RangeStr.APType
Splinter Pistol

12"

X

5

Pistol, Poisoned (4+)

Obsidian Orbs

12"

10*

3

Assault 1, Blast

Roll against the enemy's Leadership instead of their Toughness. Models without a Leadership value are unaffected. Each wound caused by an Obsidian Orb will heal a wound Vect has suffered earlier in the battle.

Used By (1)
Dark Eldar(Catalogue)