Taurukh Enforcer

(Entry)
Type:

model

EntryId:

5f3e-2438-894d-0989

Hidden:

false

Costs: 24 pts

Constraints:

min: 5
max: 12
Options (2)

Profiles:

Global AdvMarDisRsr
Taurukh Enforcers (Global)

7

7

9

Commanding Presence (6”, Insignificant), Disciplined, First Strike (Stubborn), Swiftstride

Defensive HPDefResArmAegRules
Taurukh Enforcers (Defensive)

1

4

5

3

Infernal Armour

Offensive AttOffStrAPAgiRules
Taurukh Enforcer

2

4

4

1

2

Impact Hits (1)

Dwarf, Metal Armour, Centauroid

Size HeightTypeBaseRarity
Taurukh Enforcers (Size)

2

Dwarf, Metal Armour, Centauroid

25×50

Common

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.

Swiftstride:

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

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.

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.

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