Briar Beast

(Entry)
Type:

model

Categories:

⟨Hgt:3⟩

EntryId:

63c9-0621-61ae-d9db

Hidden:

false

Costs: 130 pts

Constraints:

max(roster): 0

Profiles:

Global AdvMarDisRsr
Briar Beast (Global)

3D6

3D6

7

Unruly, Fearless, Strider (Forest), Random Movement (3D6), Stubborn, Solitary, Unstable, Ambush (Field, Forest, Water Terrain), Sleeper

Defensive HPDefResArmAegRules
Briar Beast (Defensive)

5

3

5

0

Offensive AttOffStrAPAgiRulesTags
Briar Beast

D6+1

3

5

2

2

Beast

Size HeightTypeBaseRarity
Briar Beast (Size)

3

Beast

40×40

Common

Rule
Unruly:

Command Tests taken by a unit containing this rule gain Maximised.

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.

Strider:

If Strider is associated with a specific type of Terrain, which would be indicated in brackets (X). In such cases, Strider only affects the unit’s interaction with this Terrain Feature.
Models with Strider may ignore rules associated with Terrain Features, with the following exceptions:
  • They cannot ignore any rule affecting Line of Sight or Cover.
  • They cannot ignore any rule associated with Weakness.
  • They cannot ignore the Impassable rule of Impassable Terrain. A Health Pool with Strider never fulfils the criteria for which models must take Dangerous Terrain Tests due to the associated Terrain Feature (but still needs to take Dangerous Terrain Tests from other sources, such as Terrain Features not associated with its Strider rule, or when making a Flee Move through an enemy unit).
In addition, if the unit contains a Rank-and-File model with Strider, it ignores the Disruptive rule of any Terrain Feature associated to its Strider rule.

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.

Stubborn:

When a unit containing Stubborn loses a Round of Combat, halve the penalty to its Discipline from the Combat Score difference, rounding fractions up (i.e. towards a larger modifier).
If the unit is also Steady, the modifier is first set to no smaller than −2 (following the Steady rules), and then halved, rounding up, to −1.
If the unit is Unstable, the Health Point losses due to Unstable are halved, rounding fractions up (i.e. towards more Health Point losses).

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.

Ambush:

Any unit entirely with Ambush may choose to not be Deployed normally, but to be placed in Ambush by simply not being placed on the Battlefield during Deployment. A unit placed in Ambush will arrive on the Battlefield later during the game.
From your Player Turn 2 and onwards, roll a D6 for each unit placed in Ambush at the start of the Movement Phase: every unit that rolls a 3+ will arrive on the Battlefield if possible.
During your Player Turn 5 and 6, this roll is always considered to have rolled a 3+.
When a unit arrives on the Battlefield, choose a point as specified by X. If no suitable point is available where the unit can be placed on the Battlefield, the unit cannot arrive on the Battlefield this turn.
Deploy each unit arriving on the Battlefield with at least three of its four corners within 6" from the chosen point in any valid formation following the Unit Spacing rule.
There must be no other units or Impassable Terrain directly located between any point on the Unit Boundary and the chosen point. See the figure below for examples.
Ambushing units count as having performed an Advance Move when they arrive on the Battlefield, and cannot perform any Move in the same Phase.
If an Ambushing unit does not arrive on the Battlefield by the end of the game, it is removed as a casualty.
An Attachable Models placed in Ambush can be Deployed joined to a unit placed in Ambush with the same X value, following the usual restrictions. It may choose a unit to be joined to during each of your Player Turns, before rolling to see if your Ambushing units arrive on the Battlefield.
Make a single dice roll for the Combined Unit.
Note: Attached has no effect on this; the choice of a unit to be Deployed in Ambush in may change each turn.

A unit arriving on the Battlefield in Game Turn 6 loses Scoring. Deploying Ambushing units.In these examples, the unit has Ambush (Battlefield Edge). The unit with the yellow check mark is placed in a valid position, while the two units with red crosses are not: the left one because there is an Impassable Terrain Feature between the Unit Boundary and the chosen point, and the right one because parts of the unit are more than 6" away from the chosen point.

Sleeper:

Starting on Game Turn 1, a model with Sleeper may decide whether its arrival from Ambush succeeds or fails, without rolling.

Melee Weapon
Innate Weapons:

During Combat Choices a model part can only choose Innate Weapons if it has no other options.
All model parts with Beast, Construct, or Mount come equipped with Innate Weapons as their default equipment and cannot lose them.

Modifiers:

increment max(roster) 1
repeat for every 1000 (rounded up) limit::ea90-6996-33df-993c of any in roster
remove category ⟨Hgt:3⟩
1+ selections of ⟨mount⟩ in Briar Beast (recursive)
Used By (1)
Beast Herds(Catalogue)

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