Mist Leviathan

(Entry)
Type:

model

Categories:

⟨Hgt:5⟩

EntryId:

e4f7-6847-9a1a-367b

Hidden:

false

Costs: 230 pts

Constraints:

max(roster): 0

Profiles:

Global AdvMarDisRsr
Mist Leviathan (Global)

7

7

8

Fly, Light Troops, Scent of Blood, Solitary, Swiftstride, Terror, Under the Cover of Mists

Defensive HPDefResArmAegRules
Mist Leviathan (Defensive)

9

3

5

0

Distracting (1)

Offensive AttOffStrAPAgiTags
Lashmaster (4)

1

5

3

0

5

Elf, Slaver

First Strike (Artistry of Death)

Mist Leviathan

4

3

4

3

3

Beast

Stomp Attack (D6)

Size HeightTypeBaseRarity
Mist Leviathan (Size)

5

Elf, Slaver

100×100

Rare

Rule
Fly:

Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the Initial Align Move.

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.

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.

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.

Under the Cover of Mists:

Enemy units within 8" of one or more Mist Leviathans suffer −1 to hit with Shooting Attacks.
In addition, during the first Game Turn, all models in friendly units containing Height 1 within 8" of one or more Mist Leviathans gain Hard Target (1).

Distracting:

Melee Attacks allocated against a Health Pool with Distracting suffer −1 to hit.
Ignore Distracting if the final to hit chance would be worse than 5+.

Attack Attribute
First Strike:

During its First Round of Combat, any model part with First Strike, or using a weapon with First Strike, gains the Rules and Characteristic modifiers stated in brackets.
For example, a model part with First Strike (+1 Str) gains +1 Str in its First Round of Combat.

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.

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
remove category ⟨Hgt:5⟩
1+ selections of ⟨mount⟩ in Mist Leviathan (recursive)
Used By (1)
Dread Elves(Catalogue)

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