Maw of Akaan

(Unit)
Type:

model

Category:

Characters

Categories:

Wizard, ⟨Hgt:5⟩, ⟨Character⟩, Characters

LinkId:

5656-977c-f9a2-06a6

Hidden:

false

Costs: 650 pts

Constraints:

max(roster): 0
Options (4)
Command:
Leadership:
Weapon:

Profiles:

Global AdvMarDisRsr
Maw of Akaan (Global)

7

7

9

Supernal, Fearless, Terror, Solitary, Swiftstride

Defensive HPDefResArmAeg
Maw of Akaan (Defensive)

10

5

6

0

Devour, Regeneration (5+), Aegis (5+, against Magical Attacks)

Offensive AttOffStrAPAgiTags
Maw of Akaan

6

5

7

2

3

Daemon

Magical Attacks, Stomp Attack (D6), Path of Destruction

Size HeightTypeBaseRarity
Maw of Akaan (Size)

5

Daemon

150×100

Extraordinary

Rule
Supernal:

When a unit entirely with Supernal fails a Break Test, instead of being Broken and subsequently Shaken, it suffers 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.
Attachable Models with Supernal can only join units containing Supernal, and units containing Supernal can only be joined by Attachable Models with Supernal.

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.

Terror:

When a unit containing Terror declares a Charge in the Charge Phase, the target must take a Panic Test. If the test is failed, the unit must choose Flee! as its Charge Reaction if allowed to do so (e.g. not already Engaged in Combat, etc.).
Units containing Terror are themselves immune to the effects of Terror.

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.

Swiftstride:

Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swiftstride gain Maximised.

Devour:

For each Health Point loss the model causes with Melee Attacks, roll a D6 at the end of the Agility Step.
For each 4+ rolled, the model gains +1 Health Point.
If the model’s Health Points reach 20 or more, all units within 9" immediately suffer 2D6 hits with Toxic Attacks, and the model is removed as a casualty.

Regeneration:

Regeneration is a Special Save, with a value indicated in brackets (X).
If X is given as a modifier and with a maximum value (e.g. +2), the model gains this as a modifier to all its Regeneration Special Save rolls, which can never be increased to rolls better than 3+. If the model does not have Regeneration, it instead gains Regeneration (7 X+). For example, a model without Regeneration that gains Regeneration (+2) will gain Regeneration (5+).
Note that Regeneration Saves cannot be taken against attacks with Flaming Attacks, nor against attacks with Lethal Strike that roll a ‘6’ to wound.

Aegis:

Aegis is a Special Save, with a value indicated in brackets (X).
If X is given as a modifier and with a maximum value (e.g. +2), the model gains this as a modifier to all its Aegis Special Save rolls, which can never be increased to rolls better than 3+. If the model does not have Aegis, it instead gains Aegis (7 X+). For example, a model without Aegis that gains Aegis (+2) will gain Aegis (5+).
Note that Aegis Saves cannot be taken against attacks with Divine Attacks.

Path of Destruction:

The model part can allocate its Stomp Attack onto Health Pools of Height 4 or less (rather than 0-1).
If the model part’s Stomp Attack is allocated towards a Health Pool with Height (3–4), the total number of its hits is halved, rounding fractions up.

Attack Attribute
Magical Attacks:

This Attack Attribute does not confer any direct effects, but instead interacts with other rules, such as Aegis (X, against Magical Attacks).

Stomp Attack:

A model part with Stomp Attack can make a Special Attack which is resolved at Agility Step 0, can only be allocated towards a Health Pool of Height 0–1, and inflicts X hits, using the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons. If more than one model part of a combined model has Stomp Attack, only a single model part (chosen by the model’s owner) can perform its Stomp Attack in each 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.

Modifiers:

increment max(roster) 1
repeat for every 5000 (rounded up) limit::ea90-6996-33df-993c of any in roster
remove category ⟨Hgt:5⟩
1+ selections of ⟨mount⟩ in Maw of Akaan (recursive)
Used By (1)
Daemon Legions(Catalogue)

Building an army? Create, validate and share your list with New Recruit, army builder for The 9th Age and many more games.

Try the builder