| Abilities |
|---|
| Adaptive Tactics:
At the start of each of your turns in which Zahndrekh is on the battlefield, choose one friendly unit, then choose one of the following special rules: Counter-attack, Furious Charge, Hit and Run, Night Vision/Acute Senses, Stealth and Tank Hunters. The chosen unit has the chosen special rule until the start of your next turn. |
| Counter Tactics:
At the start of each of your turns in which Zahndrekh is on the battlefield, choose one enemy unit within his line of sight. That unit loses the following special rules (if it has them), and cannot gain them, until the start of your next turn: Acute Senses, Counter-attack, Furious Charge, Hit and Run, Night Vision, Stealth and Tank Hunters. |
| Phased Reinforcements:
If Zahndrekh is on the battlefield, any number of units in reserve that are able to Deep Strike can choose to enter play in the enemy turn, via Deep Strike, immediately after any enemy unit has arrived from reserve, normally during the enemy's Movement phase. |
| Ever-living:
If a model with this special rule is removed as a casualty, do not add a Reanimation Protocols counter to its unit. Instead place an Ever-living counter where the model was removed from play. At the end of the phase, roll for this counter, just as you would for a Reanimation Protocols counter. If the model had joined a unit when it was removed as a casualty, and the roll was passed, it must be returned to play with a single Wound, in coherency with that unit as explained in Reanimation Protocols. If the model had not joined a unit when it was removed as a casualty, it must be returned to play, with a single Wound, within 3" of the counter. In either case, the model must be placed at least 1" away from enemy models. If the model is placed in coherency with one or more friendly units that it is eligible to join, it automatically joins one of those units (your choice). If the model was locked in close combat when it 'died', and the combat is ongoing, then it must immediately pile in. If the returning model cannot be placed, for whatever reason, it is lost and does not return. If the roll was failed, remove the counter from play. |
| 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! |
| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Nemesor Zahndrekh | 4 | 4 | 5 | 5 | 3 | 2 | 3 | 10 | 2+ |
| Wargear |
|---|
| Phase Shifter:
A model with a phase shifter has a 3+ Invulnerable save. |
| Resurrection Orb:
The bearer of the Resurrection Orb (and his unit) pass Reanimation Protocol rolls on a 4+ |
| Sempiternal Weave:
A model with Sempiternal Weave has a 2+ Armour save. |
| Weapons | Range | Str. | AP | Type | Notes |
|---|---|---|---|---|---|
| Staff of Light | 12" | 5 | 3 | Assault 3 |