Minotaur

(Entry)
Type:

model

EntryId:

c966-bb5c-0cec-3dca

Hidden:

false

Costs: 50 pts

Constraints:

min: 3
max: 10
Options (1)

Profiles:

Global AdvMarDisRsr
Minotaurs (Global)

6

6

7

Fearless, Strider (Forest), Frenzy, Unruly

Defensive HPDefResArmAegRules
Minotaurs (Defensive)

3

3

4

1

Offensive AttOffStrAPAgiTags
Minotaur

3

4

5

2

3

Minotaur, Light Armour

Primal Instinct, Fury, Impact Hits (1)

Size HeightTypeBaseRarity
Minotaurs (Size)

3

Minotaur, Light Armour

40×40

Common

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.

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.

Frenzy:

Units containing Frenzy must always choose to Pursue (including Overrun) when able to.

Unruly:

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

Attack Attribute
Primal Instinct:

During Combat Choices, each unit containing this Attack Attribute must take a Courage Test.
If the test is passed, all model parts with Primal Instinct in the unit gain Hatred, with Duration: Round of Combat.

Fury:

If the attack hits with a to-hit roll of ‘6’, it causes one additional hit (usually this means it causes two hits instead of one). This additional hit is allocated towards the same target.

Impact Hits:

If Charging, the model part can make a Special Attack which is resolved at Agility Step 10, and inflicts X hits, using the model part’s Strength, Armour Penetration, and Attack Attributes, but not Weapons.
Remember that attacks multiplied into several hits are allocated after establishing how many hits are scored (i.e. after the attack has hit). If more than one model part of a combined model has Impact Hits, only a single model part (chosen by the model’s owner) can perform its Impact Hits in a Round of Combat.

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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