Tethaen, the Ocean Terror

(Unit)
Type:

model

Category:

Characters

Categories:

Mount, ⟨Hgt:4⟩, ⟨Character⟩, Characters

LinkId:

d576-fbcd-f134-7614

Hidden:

false

Costs: 600 pts

Constraints:

max(roster): 1
Options (2)
Weapon:

Profiles:

Global AdvMarDisRsr
Tethaen, the Ocean Terror (Global)

8

8

10

Ambush (Battlefield Edge, Water Terrain), Barbed Nets, Disciplined, Light Troops, Horror, Strider (Water Terrain), Coastal Predator, A Watery Grave, Solitary, Swiftstride

Defensive HPDefResArmAegRules
Tethaen, the Ocean Terror (Defensive)

5

8

5

4

Blessed by Harag

Offensive AttOffStrAPAgiTags
Tethaen

4

8

4

1

8

Elf

Artistry of Death, Elven Finesse, Grim Harpoon

Rule
Ambush:

Any unit entirely with Ambush may choose to not be Deployed normally, but to be placed in Ambush by simply not being placed on the Battlefield during Deployment. A unit placed in Ambush will arrive on the Battlefield later during the game.
From your Player Turn 2 and onwards, roll a D6 for each unit placed in Ambush at the start of the Movement Phase: every unit that rolls a 3+ will arrive on the Battlefield if possible.
During your Player Turn 5 and 6, this roll is always considered to have rolled a 3+.
When a unit arrives on the Battlefield, choose a point as specified by X. If no suitable point is available where the unit can be placed on the Battlefield, the unit cannot arrive on the Battlefield this turn.
Deploy each unit arriving on the Battlefield with at least three of its four corners within 6" from the chosen point in any valid formation following the Unit Spacing rule.
There must be no other units or Impassable Terrain directly located between any point on the Unit Boundary and the chosen point. See the figure below for examples.
Ambushing units count as having performed an Advance Move when they arrive on the Battlefield, and cannot perform any Move in the same Phase.
If an Ambushing unit does not arrive on the Battlefield by the end of the game, it is removed as a casualty.
An Attachable Models placed in Ambush can be Deployed joined to a unit placed in Ambush with the same X value, following the usual restrictions. It may choose a unit to be joined to during each of your Player Turns, before rolling to see if your Ambushing units arrive on the Battlefield.
Make a single dice roll for the Combined Unit.
Note: Attached has no effect on this; the choice of a unit to be Deployed in Ambush in may change each turn.

A unit arriving on the Battlefield in Game Turn 6 loses Scoring. Deploying Ambushing units.In these examples, the unit has Ambush (Battlefield Edge). The unit with the yellow check mark is placed in a valid position, while the two units with red crosses are not: the left one because there is an Impassable Terrain Feature between the Unit Boundary and the chosen point, and the right one because parts of the unit are more than 6" away from the chosen point.

Barbed Nets:

Afflict (−1 Str, −1 AP)

Disciplined:

Command Tests taken by a unit containing Disciplined benefit from Minimised.

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.

Horror:

Flee Moves from enemy units made in the following situations gain two instances of Minimised:
  • Flee! Charge Reactions declared when Charged by a unit containing Horror (Flee! Charge Reactions declared when later Charged by other units are unaffected).
  • Breaking from Combat while in contact with one or more units containing Horror. Remember that units containing Fearless are unaffected by this 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.

Coastal Predator:

The unit benefits from Hard Target (1) while in contact with a Water Terrain.

A Watery Grave:

Tethaen is always considered to have rolled a 3+ when rolling for whether he arrives using Ambush.
In addition, at the beginning of “Post Combat” (Round of Combat, Step 6), if Tethaen won the Round of Combat and an enemy Character in that Combat was removed as a casualty, then Tethaen may be placed in Ambush.

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.

Blessed by Harag:

Tethaen’s rags and strange hat never stop dripping, even when out of the water.
Aegis (5+) and Resistance (against Flaming Attacks).

Attack Attribute
Artistry of Death:

Standard Melee Attacks gain +1 to wound.

Elven Finesse:

A model part with this Attack Attribute attacking with a Great Weapon strikes at −1 Agility instead of always at Agility 0.

Ranged Weapon AimRangeShotsStrAP
Grim Harpoon

3+

18"

1

6

3

Quick to Fire, Accurate
Counts as a Great Weapon in Melee. +1 Att.
Any unit that suffers one or more ranged hits from this weapon loses Swiftstride, and cannot regain it in any way, until the start of the Active Player’s next Turn.

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:

remove category ⟨Hgt:4⟩
1+ selections of ⟨mount⟩ in Tethaen, the Ocean Terror (recursive)
Used By (1)
Dread Elves(Catalogue)

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