Raptor Chariot

(Entry)
Type:

mount

Categories:

Construct, Mount, Mount, ⟨Hgt:4⟩, ⟨mount⟩

LinkId:

4da3-c253-2940-7cb8

Hidden:

false

Costs: 110 pts

Constraints:

max(roster): 0
max: 1

Profiles:

Global AdvMarDisRsr
Raptor Chariot (Global)

7

4

C

Scent of Blood, Solitary, Swiftstride, Light Troops

Defensive HPDefResArmAegRules
Raptor Chariot (Defensive)

4

C

5

C+2

Offensive AttOffStrAPAgiRulesTags
Raptor (2)

2

3

4

2

4

Mount

Chassis

5

2

Impact Hits (D6+1)

Construct

Size HeightTypeBaseRarity
Raptor Chariot (Size)

4

Mount

50×100

Rare

Rule
Scent of Blood:

Charge Range rolls made by units entirely with Scent of Blood gain Maximised if the target of the Charge contains a Health Pool that has fewer Health Points than its starting value.

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.

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
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
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 2500 (rounded up) limit::ea90-6996-33df-993c of any in roster
Used By (2)

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