Hold Guardian

(Entry)
Type:

model

EntryId:

0819-fcd0-aa18-0d88

Hidden:

false

Costs: 75 pts

Constraints:

min: 3
max: 6

Profiles:

Global AdvMarDisRsrRules
Hold Guardians (Global)

5

5

10

Fearless, Solitary, Runic Engravings

Defensive HPDefResArmAegRules
Hold Guardians (Defensive)

3

4

5

4

Offensive AttOffStrAPAgiRulesTags
Hold Guardian

3

4

5

2

1

Magical Attacks

Dwarf, Metal Armour

Size HeightTypeBaseRarity
Hold Guardians (Size)

3

Dwarf, Metal Armour

40×40

Rare

Rule
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.

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.

Runic Engravings:

During Pre-game Selections, each Hold Guardians unit must select one of the following effects, with Duration: Permanent.
  • +1 Str, +1 AP.
  • +3 Agi, Vanguard.

Attack Attribute
Magical Attacks:

This Attack Attribute does not confer any direct effects, but instead interacts with other rules, such as Aegis (X, against Magical Attacks).

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.

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