Citadel Guard

(Entry)
Type:

model

EntryId:

f65f-1509-7004-a8c9

Hidden:

false

Costs: 15 pts

Constraints:

min: 15
max: 25
Options (1)

Profiles:

Global AdvMarDisRsr
Citadel Guard (Global)

3

4

9

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

Defensive HPDefResArmAegRules
Citadel Guard (Defensive)

1

4

4

3

Infernal Armour, Shield

Offensive AttOffStrAPAgiRulesTags
Citadel Guard

1

4

4

1

2

Dwarf, Metal Armour

Size HeightTypeBaseRarity
Citadel Guard (Size)

1

Dwarf, Metal Armour

20×20

Regular

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.

Infernal Armour:

The model gains Resistance (Flaming Attacks).

Shield:

A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1 Arm.
In addition, any Height 1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
Remember that since Shield (and parry) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour.

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.

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:

set max 20
1+ selections of Flintlock Axe (3+) in root-entry-self (recursive)
set max 20
1+ selections of Flintlock Axe in root-entry-self (recursive)

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