Disciples of Lugar

(Entry)
Type:

model

EntryId:

bdf9-966f-e9e1-2556

Hidden:

false

Costs: 18 pts

Constraints:

min: 15
max: 25
Options (1)

Profiles:

Global AdvMarDisRsr
Disciples of Lugar (Global)

4

6

9

Commanding Presence (6”, Insignificant), First Strike (Stubborn), Ghost Step, Theocratic Litigators

Defensive HPDefResArmAeg
Disciples of Lugar (Defensive)

1

4

4

0

Aegis (3+, against Flaming Attacks), Aegis (5+)

Offensive AttOffStrAPAgiTags
Disciple of Lugar

2

4

4

1

3

Dwarf

Flaming Attacks, Magical Attacks

Size HeightTypeBaseRarity
Disciples of Lugar (Size)

1

Dwarf

20×20

Rare

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.

Ghost Step:

A unit entirely with Ghost Step ignores Terrain Features and Open Terrain when moving.
The unit must follow the Unit Spacing rule at the end of its move.
A Health Pool with Ghost Step never fulfils the criteria for which models must take Dangerous Terrain Tests due to Terrain Features (but still needs to take Dangerous Terrain Tests from other sources than Terrain Features, such as when making a Flee Move through an enemy unit).
If the unit ends a move inside Impassable Terrain, backtrack the move to the unit’s last valid position, unless as part of a Flee Move, in which case the standard Flee Moves rules apply.

Theocratic Litigators:

The model’s unit, as well as every enemy unit in contact with it, gain Magic Resistance (2), which is also applied to friendly spells.
This Magic Resistance value cannot be increased.

Aegis:

Aegis 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 Aegis Special Save rolls, which can never be increased to rolls better than 3+. If the model does not have Aegis, it instead gains Aegis (7 X+). For example, a model without Aegis that gains Aegis (+2) will gain Aegis (5+).
Note that Aegis Saves cannot be taken against attacks with Divine 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.

Flaming Attacks:

Regeneration Saves cannot be taken against Flaming Attacks.

Magical Attacks:

This Attack Attribute does not confer any direct effects, but instead interacts with other rules, such as Aegis (X, against Magical Attacks).

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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