Overlord

(Entry)
Type:

model

Categories:

Metal Armour, ⟨Hgt:1⟩, ⟨Character⟩

EntryId:

3764-f224-6926-f933

Hidden:

false

Costs: 170 pts1 Black Powder

Constraints:

max(roster): 0
Options (3)
Leadership:

Profiles:

Global AdvMarDisRsr
Overlord (Global)

3

4

10

Commanding Presence (6”, Insignificant), Disciplined, Keys to the Citadel

Defensive HPDefResArmAegRules
Overlord (Defensive)

3

7

5

3

Infernal Armour

Offensive AttOffStrAPAgiTags
Overlord

4

7

4

1

4

Dwarf, Metal Armour

First Strike (Hatred), Weapon Master, Flintlock Axe, Great Weapon, Infernal Weapon, Paired Weapons, Spear

Size HeightTypeBaseRarity
Overlord (Size)

1

Dwarf, Metal Armour

20×20

Extraordinary

Rule
Commanding Presence:

Friendly models in units within 12"* of a non-Shaken friendly model with Commanding Presence set their Discipline to that model’s Discipline: apply any modifiers to the Discipline of the model with Commanding Presence first, then set any affected models’ Discipline to that modified value (note: ignore this rule if the model’s original value is higher).
If any rules, properties, unit names, etc. are mentioned in brackets (X), it means that only units possessing these qualities can benefit from the model’s Commanding Presence.
*Unless there is a distance in the bracket, then use that instead.

Disciplined:

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

Keys to the Citadel:

The model must buy Weapon Enchantments for two of its mundane weapons.
The Points Cost of one of the Weapon Enchantments (the cheapest if applicable) is halved, rounding fractions up.

Infernal Armour:

The model gains Resistance (Flaming Attacks).

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.

Ranged Weapon AimRangeShotsStrAP
Flintlock Axe

18"

1

4

2

Counts as Halberd, when Engaged in Combat

Melee Weapon
Great Weapon:

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

Infernal Weapon:

+1 Str, +1 AP.

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:

add category Taurukh Ritual
1+ selections of Taurukh Ritual in self (recursive)
add category Taurukh Ritual
1+ selections of Taurukh Ritual in self (recursive)
increment max(roster) 1
repeat for every 5000 (rounded up) limit::ea90-6996-33df-993c of any in roster
remove category ⟨Hgt:1⟩
1+ selections of ⟨mount⟩ in Overlord (recursive)
Used By (1)
Infernal Dwarves(Catalogue)

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