Knights of the Sun Griffon

(Entry)
Type:

model

EntryId:

4b5d-46c9-f320-88b0

Hidden:

false

Costs: 70 pts

Constraints:

min: 3
max: 5
Options (2)
Weapons:

Profiles:

Global AdvMarDisRsrRules
Knights of the Sun Griffon (Global)

7

7

8

Disciplined, Swiftstride

Defensive HPDefResArmAegRules
Knights of the Sun Griffon (Defensive)

3

4

4

4

Shield

Offensive AttOffStrAPAgiRulesTags
Knight

1

4

4

1

3

Human, Metal Armour

Rule
Disciplined:

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

Swiftstride:

Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swiftstride gain Maximised.

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.

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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