| Abilities |
|---|
| Pyrrhian Eternals:
If your army includes Anrakyr the Traveller, one unit of Immortals is automatically upgraded to Pyrrhian Eternals at no additional cost. These are treated exactly as Necron Immortals except they have the Furious Charge and Counter-attack special rules. |
| Mind in the Machine:
At the start of your Shooting phase, choose an enemy vehicle within 18" and in Anrakyr's line of sight and roll a D6. On a roll of 3+, Anrakyr overrides the targeting systems in that vehicle - you can immediately shoot with it as if it were your unit. The vehicle cannot alter its facing, and fires as if it had not moved. For the purposes of this attack, ignore any 'crew stunned' or 'crew shaken' results the target is suffering from - but destroyed weapons cannot be fired. Once these shooting attacks have been resolved, the vehicle returns to your opponent's control. |
| Counter-Attack:
When a unit with this rule is assaulted by the enemy it must take a Leadership test. If the test is successful all models in the unit get the +1 assault bonus to their attacks, exactly as if they too had assaulted that turn. This rule cannot be used if, when assaulted, the unit was already locked in combat from a previous turn. |
| 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. |
| Furious Charge:
In a turn in which they assaulted into combat they add +1 to both their Initiative and Strength characteristics when attacking in close combat (note that this has no effect on the Initiative tests for sweeping advances). |
| 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 |
|---|---|---|---|---|---|---|---|---|---|
| Anrakyr the Traveller | 4 | 4 | 5 | 5 | 3 | 2 | 3 | 10 | 3+ |
| Weapons | Range | Str. | AP | Type | Notes |
|---|---|---|---|---|---|
| Tachyon Arrow | Infinite | 10 | 1 | Assault 1 |
| Melee Weapons |
|---|
| Warscythe:
A Warscythe is a two-handed close combat weapon. Attacks made with a warscythe are resolved with a +2 Strength Bonus. Additionally, hits with a warscythe roll 2D6 Armour Penetration. Armour saves are not permitted against Wounds caused by a warscythe. |