Arcane Engine

(Unit)
Type:

model

Category:

Special

Categories:

Mount, Construct, ⟨Hgt:4⟩, Special

LinkId:

78cc-7c20-d86b-d78b

Hidden:

false

Costs: 230 pts

Constraints:

max(roster): 0
Options (2)

Profiles:

Global AdvMarDisRsr
Arcane Engine (Global)

8

4

7

Aura of Power, Channel (1), Light Troops, Solitary, Swiftstride

Defensive HPDefResArmAegRules
Arcane Engine (Defensive)

5

3

5

2

Offensive AttOffStrAPAgiRulesTags
Crew (2)

1

3

3

0

3

Human

Chassis

5

2

Impact Hits (D6)

Construct

Rule
Aura of Power:

Units within 8" of one or more friendly models with Aura of Power benefit from +2 Def and +2 Off.
Model parts with Mount are not affected.
see Arcane Engine unit entry.

Channel:

A model with Channel may add X Magic Dice during the Siphon the Veil step of its Magic Phase.
Note: Shaken models may not use this rule.

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.

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.

Attack Attribute
Impact Hits:

If Charging, the model part can make a Special Attack which is resolved at Agility Step 10, and inflicts X hits, using the model part’s Strength, Armour Penetration, and Attack Attributes, but not Weapons.
Remember that attacks multiplied into several hits are allocated after establishing how many hits are scored (i.e. after the attack has hit). If more than one model part of a combined model has Impact Hits, only a single model part (chosen by the model’s owner) can perform its Impact Hits in a 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.

Modifiers:

increment max(roster) 1
repeat for every 2500 (rounded up) limit::ea90-6996-33df-993c of any in roster
remove category ⟨Hgt:4⟩
1+ selections of ⟨mount⟩ in Arcane Engine (recursive)
Used By (1)

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