Seeker

(Entry)
Type:

model

EntryId:

d199-fe7d-350c-f87a

Hidden:

false

Costs: 18 pts

Constraints:

min: 10
max: 25
Options (1)

Profiles:

Global AdvMarDisRsrRules
Seekers (Global)

3

4

9

Dying Blow, Unstable, Stubborn, Fearless

Defensive HPDefResArmAegRules
Seekers (Defensive)

1

4

4

0

Aegis (6+)

Offensive AttOffStrAPAgiTags
Seeker

1

4

4

1

2

Dwarf

Weapon Master, Zeal, Devastating Charge (1 St, 1 AP), Great Weapon, Paired Weapons

Size HeightTypeBaseRarity
Seekers (Size)

1

Dwarf

20×20

Uncommon

Rule
Dying Blow:

When a model with Dying Blow is about to be removed as a casualty during any Agility Step of a Round of Combat it is fighting, remove it instead at the end of Agility Step 0.

Unstable:

Whenever a unit entirely with Unstable would take a Break Test, it suffers instead a number of Health Point losses equal to the amount by which the Combat was lost (with no saves of any kind allowed). These Health Point losses are first allocated towards Rank-and-File models, and once enough Health Points losses are suffered to remove all Rank-and-File models, any remaining Health Point losses are allocated by the owner towards Attachable Models, as evenly as possible. Those Health Point losses can be reduced in the following ways:
  • If the unit contains Stubborn, the Health Point losses are halved, rounding fractions up.
  • If the unit is affected by Beacon of Courage, the Health Point losses are reduced by 1.
  • If the unit is Steady while affected by Beacon of Courage, the Health Point losses are reduced by an additional 1.
  • If the unit is Solid while affected by Beacon of Courage, the Health Point losses are reduced by an additional 1. I.e. a unit that is affected by Beacon of Courage while also being Steadfast reduces its Health Point losses by a total of 3.
Attachable Models with Unstable can only join units containing Unstable, and units containing Unstable can only be joined by Attachable Models with Unstable.

Stubborn:

When a unit containing Stubborn loses a Round of Combat, halve the penalty to its Discipline from the Combat Score difference, rounding fractions up (i.e. towards a larger modifier).
If the unit is also Steady, the modifier is first set to no smaller than −2 (following the Steady rules), and then halved, rounding up, to −1.
If the unit is Unstable, the Health Point losses due to Unstable are halved, rounding fractions up (i.e. towards more Health Point losses).

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.

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.

Attack Attribute
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.

Zeal:

An attack with Zeal must reroll failed to-wound rolls.

Devastating Charge:

A Charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Rules and Characteristic modifiers stated in brackets.
For example, a model part with Devastating Charge (+1 Str) gains +1 Str when Charging.

Melee Weapon
Great Weapon:

+2 Str, +2 AP, always Agi 0. Two-Handed

Paired Weapons:

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

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 Brothers of Vengeance in root-entry-self (recursive)

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