Threshing Engine

(Entry)
Type:

model

EntryId:

d610-d9bb-6adf-da70

Hidden:

false

Costs: 150 pts

Constraints:

min: 1
max: 3
Options (2)

Profiles:

Global AdvMarDisRsr
Threshing Engine (Global)

10

5

7

Swiftstride, Supernal, Fearless, Light Troops, Solitary

Defensive HPDefResArmAegRules
Threshing Engine (Defensive)

4

4

4

0

Hard Target (1)

Offensive AttOffStrAPAgiTags
Tiller (2)

3

4

3

1

5

Daemon

Magical Attacks, Smother (1)

Chassis

4

3

Construct

Magical Attacks, Impact Hits (2D3)

Rule
Swiftstride:

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

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.

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.

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.

Hard Target:

Shooting Attacks allocated against a Health Pool with Hard Target suffer −X to hit.

Attack Attribute
Smother:

Melee Attacks towards a model with Height X gain +1 to hit and +1 to wound.

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.

Modifiers:

set max 1
1+ selections of Flyer in root-entry-self (recursive)
set max 1
1+ selections of Fly in root-entry-self (recursive)
set max 1
1+ selections of Horde Thresher in root-entry-self (recursive)
set max 1
1+ selections of Legion Thresher in root-entry-self (recursive)

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