Lamassu Scholar

(Entry)
Type:

model

Categories:

Metal Armour, Mount, Solitary, Not A Leader, Wizard, Flyer, ⟨Hgt:4⟩, ⟨Character⟩, Lamassu Scholar or Bull of Shamut or Great Bull of Shamut

EntryId:

b3fa-128c-826f-70bd

Hidden:

false

Costs: 290 pts

Constraints:

max(roster): 0
Options (4)
Weapon:

Profiles:

Global AdvMarDisRsr
Lamassu Scholar (Global)

6

6

9

Commanding Presence (6”, Insignificant), Fly, Light Troops, Riddle of the Lamassu, Solitary, Wizard Conclave (3), Swiftstride

Defensive HPDefResArmAeg
Lamassu Scholar (Defensive)

4

4

5

3

Infernal Armour, Regeneration (5+)

Offensive AttOffStrAPAgiRulesTags
Student

2

4

4

1

2

Infernal Weapon

Dwarf, Metal Armour

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.

Fly:

Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the Initial Align Move.

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.

Riddle of the Lamassu:

During the opponent’s Pre-game Selections, the opponent must choose Power or Wisdom.
  • Power: the model gains Channel (1).
  • Wisdom: immediately choose up to two units from the opponent’s Army List: the chosen units begin the game with an Incendiary Marker.

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.

Wizard Conclave:

The unit knows X different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and, if X is 2 or more, it also gains Channel (1).
The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of Pre-game Planning), however it is still eligible for a Universal Swap. See the Battle Preparation chapter for details.
Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just before choosing the targets, select one Rank-and-File model as the Caster for this spell.
If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster.
For the purpose of Primary and Secondary Objectives treat the entire unit as a Caster.

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).

Regeneration:

Regeneration 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 Regeneration Special Save rolls, which can never be increased to rolls better than 3+. If the model does not have Regeneration, it instead gains Regeneration (7 X+). For example, a model without Regeneration that gains Regeneration (+2) will gain Regeneration (5+).
Note that Regeneration Saves cannot be taken against attacks with Flaming Attacks, nor against attacks with Lethal Strike that roll a ‘6’ to wound.

Melee Weapon
Infernal Weapon:

+1 Str, +1 AP.

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 5000 (rounded up) limit::ea90-6996-33df-993c of any in roster
remove category ⟨Hgt:4⟩
1+ selections of ⟨mount⟩ in Lamassu Scholar (recursive)
Used By (1)
Infernal Dwarves(Catalogue)

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