Hellsteed

(Entry)
Type:

mount

Categories:

Mount, Mount, ⟨Hgt:2⟩, ⟨mount⟩

LinkId:

90d1-14dd-cedf-a118

Hidden:

false

Costs: 30 pts

Constraints:

max(roster): 0
max: 1

Profiles:

Global AdvMarDisRsr
Hellsteed (Global)

10

10

C

Strider, Feigned Flight, Hit and Run, Vanguard, Light Troops

Defensive HPDefResArmAegRules
Hellsteed (Defensive)

C

C

C

C

Offensive AttOffStrAPAgiRulesTags
Hellsteed

1

3

3

0

3

Magical Attacks

Mount

Size HeightTypeBaseRarity
Hellsteed (Size)

2

Mount

25×50

Uncommon

Rule
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.

Feigned Flight:

A unit entirely with Feigned Flight automatically passes any Rally Test it takes after voluntarily becoming Shaken.
In addition, models with Fearless and Feigned Flight ignore Fearless for the purposes of choosing 'Flee!' as a Charge reaction. I.e. if every model with Fearless in a (combined) unit has Feigned Flight, the unit can 'Flee!'.

Hit and Run:

A unit entirely with Hit and Run in contact with an enemy unit may choose to voluntarily become “Broken” at the start of Take Break Tests (Round of Combat, 3.C). In that case, the unit is considered to have failed a Break Test and is ignored for the rest of step 3.C.
If the unit was on the winning side of the Round of Combat, the enemy cannot Pursue.
Note: this means units with Supernal or Unstable suffer no Health Point loss if they voluntarily become “Broken”.

Vanguard:

After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
  • If a value X is given, the units Mobility is always X during the Vanguard Move otherwise use the units Mobility.
  • No model can move further than 12" during the Vanguard Move, regardless of its Mobility.
  • The unit cannot end the Vanguard Move within 6" of an enemy unit.
  • Attachable Models cannot leave a unit as part of the Vanguard Move. If both players have units entirely with Vanguard, they alternate moving their units one by one, starting with the unit the Defender has given Vanguard (3" Mob) to.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.

Light Troops:

A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the normal half Mobility).
If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility.
Note: this rule has no effect on other Move Manoeuvres, including March Moves.
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.

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).

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 1500 (rounded up) limit::ea90-6996-33df-993c of any in roster
Used By (2)

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