Witchseekers
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Witchseeker flamer | 12" | D6 | N/A | 4 | 0 | 1 |
| Auriferous OrbBlinding Light | 8" | D3 | 2+ | 1 | 0 | 1 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Close combat weapon | Melee | 2 | 3+ | 3 | 0 | 1 |
| Emperor's Light | Melee | 3 | 2+ | 5 | -2 | 1 |
Abilities
In your Shooting phase, after this unit has shot, select one enemy unit that was hit by one or more of those attacks. That unit must take a Battle-shock test.
This model has the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds.
This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: - If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone. - If that unit is wholly within your deployment zone, it can make a scout move (see below). - If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.
In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is nulled: - While a unit is nulled, that unit has +3" detection range.