Totemic Beast

(Entry)
Type:

mount

Categories:

⟨mount⟩

EntryId:

608b-3be6-8771-a74a

Hidden:

false

Profiles:

Global AdvMarDisRsr
Totemic Beast (Global)

3D6

3D6

7

Fearless, Random Movement (3D6"), Solitary, Unstable

Defensive HPDefResArmAegRules
Totemic Beast (Defensive)

4

3

5

0

Offensive AttOffStrAPAgiRulesTags
Totemic Beast

4

3

6

3

3

Beast

Size HeightTypeBaseRarity
Totemic Beast (Size)

3

40×40

Rule
Fearless:

A unit containing Fearless automatically passes Panic Tests, cannot choose Flee! as a Charge Reaction (unless it is already Shaken, or the entire unit has Feigned Flight).
In addition it ignores the effects of Horror.

Random Movement:

Units entirely with Random Movement do not follow normal rules for Charging, Move Manoeuvres, Pursue Moves or Flee Moves.
Instead, apply the following:
  • During the Charge Phase, the unit cannot Declare any Charges.
  • At any time the unit would perform a Move Manoeuvre, it performs a Pursue Move instead (see the Melee Phase chapter), with the following exceptions: [series=randommovement]
  • It must move in the Movement Phase if allowed to do so, and it must do so before any units without Random Movement have performed their Move Manoeuvres.
  • It moves the distance stated in brackets (X).
  • It can choose in which direction it will move (the owning player must choose the direction before rolling the Pursuit Distance).
  • It does not take Dangerous Terrain Tests, unless Charging.
  • It treats the Battlefield Edge as Impassable Terrain.
  • That move counts as an Advance Move for the purpose of Moving and Shooting.
  • The unit’s Pursue and Flee Moves use the distance stated in brackets (X) instead of the normal distance.
  • The unit cannot perform any Magical Move nor use Vanguard. Whenever a rule requires the Mobility or Charge Speed of a model with this rule, use the potential maximum value of X (eg. if X is 2D6", then consider the Mobility and Charge Speed to be equal to 12").
It also means that effects that modify its Pursue Distance, such as Maximised and Minimised, also affect its moves.

Solitary:

Units containing Solitary can never join other units, and can never be joined by other models.
Note: if a model has both Solitary and Attached, it cannot be Deployed and is therefore considered a casualty.

Unstable:

Whenever a unit entirely with Unstable would take a Break Test, it suffers instead a number of Health Point losses equal to the amount by which the Combat was lost (with no saves of any kind allowed). These Health Point losses are first allocated towards Rank-and-File models, and once enough Health Points losses are suffered to remove all Rank-and-File models, any remaining Health Point losses are allocated by the owner towards Attachable Models, as evenly as possible. Those Health Point losses can be reduced in the following ways:
  • If the unit contains Stubborn, the Health Point losses are halved, rounding fractions up.
  • If the unit is affected by Beacon of Courage, the Health Point losses are reduced by 1.
  • If the unit is Steady while affected by Beacon of Courage, the Health Point losses are reduced by an additional 1.
  • If the unit is Solid while affected by Beacon of Courage, the Health Point losses are reduced by an additional 1. I.e. a unit that is affected by Beacon of Courage while also being Steadfast reduces its Health Point losses by a total of 3.
Attachable Models with Unstable can only join units containing Unstable, and units containing Unstable can only be joined by Attachable Models with Unstable.

Melee Weapon
Hand Weapon:

During Combat Choices a model part can only choose a Hand Weapon if it has no other options, or is a Weapon Master.
Models with a Shield using a Hand Weapon gain Parry.
All model parts without Innate Weapons come equipped with a Hand Weapon as their default equipment and cannot lose it.

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