Malekith
| M | WS | BS | S | T | W | I | A | Ld |
| Malekith |
5 |
8 |
0+ |
5 |
4 |
3 |
8 |
4 |
10 |
Saves:
Dodge 5+ (Malekith, Dodge), Armour 2+ (Armour of Midnight, Supreme Spellshield), Missile 2+ (Armour of Midnight, Supreme Spellshield), Ward 4+ (Armour of Midnight), Parry 6+ (Supreme Spellshield), Magic Resistance (2) (Supreme Spellshield)
Rules:
Dodge, Fear, Immunity
Murderous Prowess:
Models with this special rule may re-roll all To Wound rolls of 1 when making close combat attacks.
Eternal Hatred:
Models with this special rule have the Hatred special rule, but may re-roll failed To Hit rolls every round of close combat, not just the first.
Hekarti's Blessing:
A Wizard with this special rule adds +1 to all attempts to cast spells.
Absolute Power:
If you take Malekith, he must be your army's General. Malekith's Inspiring Presence has a range of 18" (or 24" if riding Seraphon).
Black Guard:
If your army includes Malekith, units of Black Guard are taken as Special Units instead of Rare units. (This applies automatically -- no player choice involved. Malekith is always the army's General, so "includes Malekith" and "Malekith is General" are equivalent in any valid roster.)
510 points
Lord · Infantry (Unique)