Dancers of Yema

(Entry)
Type:

model

EntryId:

fa94-8216-7bdb-2b9a

Hidden:

false

Costs: 22 pts

Constraints:

min: 10
max: 25

Profiles:

Global AdvMarDisRsrRules
Dancers of Yema (Global)

5

5

9

Daeb Warfare

Defensive HPDefResArmAeg
Dancers of Yema (Defensive)

1

6

3

1

Aegis (5+, against Melee Attacks), Shield

Offensive AttOffStrAPAgiTags
Temple Dancer

1

6

4

1

6

Temple, Elf, Light Armour

First Strike (Artistry of Death, 1 At), Weapon Master, Halberd, Paired Weapons, Spear

Size HeightTypeBaseRarity
Dancers of Yema (Size)

1

Temple, Elf, Light Armour

20×20

Common

Rule
Daeb Warfare:

When a unit containing Daeb Warfare is part of a Combined Charge, its Charge Range rolls gain Maximised.
When multiple units containing Daeb Warfare are Engaged in the same Combined Combat, each of these units gains First Strike (Resolute).

Aegis:

Aegis is a Special Save, with a value indicated in brackets (X).
If X is given as a modifier and with a maximum value (e.g. +2), the model gains this as a modifier to all its Aegis Special Save rolls, which can never be increased to rolls better than 3+. If the model does not have Aegis, it instead gains Aegis (7 X+). For example, a model without Aegis that gains Aegis (+2) will gain Aegis (5+).
Note that Aegis Saves cannot be taken against attacks with Divine Attacks.

Shield:

A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1 Arm.
In addition, any Height 1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
Remember that since Shield (and parry) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour.

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.

Weapon Master:

The model part may choose what Melee Weapon to use in each Round of Combat, instead of only in the First Round of Combat.
In addition, it may choose to use a Hand Weapon or Innate Weapons even if it has other Melee Weapons. If armed with an Enchanted Weapon, it must still use it (i.e. it only needs to conform to the Priority 1. of weapon choice).
All Rank-and-File models in a unit still need to choose the same weapon.

Melee Weapon
Halberd:

+1 Str, +1 AP. Two-Handed

Paired Weapons:

+1 Att, +1 Off. Two-Handed.
Attacks made with Paired Weapons ignore Parry.

Spear:

+1 Agi, +1 AP, and +1 additional AP towards Centauroid or Mount. Fight in Extra Rank
Models with Centauroid or Mount cannot use a Spear.

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 15
1+ selections of Banner of Urlain in root-entry-self (recursive)

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