Naiad

(Entry)
Type:

model

EntryId:

fc9c-ca52-c5dd-9641

Hidden:

false

Costs: 15 pts

Constraints:

min: 5
max: 10

Profiles:

Global AdvMarDisRsr
Naiads (Global)

6

6

8

Fearless, Scout, Strider (Water Terrain), Ambush (Water Terrain), Light Troops, Supernal

Defensive HPDefResArmAegRules
Naiads (Defensive)

2

4

3

0

Offensive AttOffStrAPAgiTags
Naiad

3

3

5

Fey

Grind Attack (2), Magical Attacks

Size HeightTypeBaseRarity
Naiads (Size)

1

Fey

25×25

Rare

Rule
Fearless:

A unit containing Fearless automatically passes Panic Tests, cannot choose Flee! as a Charge Reaction (unless it is already Shaken, or the entire unit has Feigned Flight).
In addition it ignores the effects of Horror.

Scout:

Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be Deployed anywhere on the Battlefield, at least 12" away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.

Strider:

If Strider is associated with a specific type of Terrain, which would be indicated in brackets (X). In such cases, Strider only affects the unit’s interaction with this Terrain Feature.
Models with Strider may ignore rules associated with Terrain Features, with the following exceptions:
  • They cannot ignore any rule affecting Line of Sight or Cover.
  • They cannot ignore any rule associated with Weakness.
  • They cannot ignore the Impassable rule of Impassable Terrain. A Health Pool with Strider never fulfils the criteria for which models must take Dangerous Terrain Tests due to the associated Terrain Feature (but still needs to take Dangerous Terrain Tests from other sources, such as Terrain Features not associated with its Strider rule, or when making a Flee Move through an enemy unit).
In addition, if the unit contains a Rank-and-File model with Strider, it ignores the Disruptive rule of any Terrain Feature associated to its Strider rule.

Ambush:

Any unit entirely with Ambush may choose to not be Deployed normally, but to be placed in Ambush by simply not being placed on the Battlefield during Deployment. A unit placed in Ambush will arrive on the Battlefield later during the game.
From your Player Turn 2 and onwards, roll a D6 for each unit placed in Ambush at the start of the Movement Phase: every unit that rolls a 3+ will arrive on the Battlefield if possible.
During your Player Turn 5 and 6, this roll is always considered to have rolled a 3+.
When a unit arrives on the Battlefield, choose a point as specified by X. If no suitable point is available where the unit can be placed on the Battlefield, the unit cannot arrive on the Battlefield this turn.
Deploy each unit arriving on the Battlefield with at least three of its four corners within 6" from the chosen point in any valid formation following the Unit Spacing rule.
There must be no other units or Impassable Terrain directly located between any point on the Unit Boundary and the chosen point. See the figure below for examples.
Ambushing units count as having performed an Advance Move when they arrive on the Battlefield, and cannot perform any Move in the same Phase.
If an Ambushing unit does not arrive on the Battlefield by the end of the game, it is removed as a casualty.
An Attachable Models placed in Ambush can be Deployed joined to a unit placed in Ambush with the same X value, following the usual restrictions. It may choose a unit to be joined to during each of your Player Turns, before rolling to see if your Ambushing units arrive on the Battlefield.
Make a single dice roll for the Combined Unit.
Note: Attached has no effect on this; the choice of a unit to be Deployed in Ambush in may change each turn.

A unit arriving on the Battlefield in Game Turn 6 loses Scoring. Deploying Ambushing units.In these examples, the unit has Ambush (Battlefield Edge). The unit with the yellow check mark is placed in a valid position, while the two units with red crosses are not: the left one because there is an Impassable Terrain Feature between the Unit Boundary and the chosen point, and the right one because parts of the unit are more than 6" away from the chosen point.

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.

Supernal:

When a unit entirely with Supernal fails a Break Test, instead of being Broken and subsequently Shaken, it suffers a number of Health Point losses equal to the amount by which the combat was lost (with no saves of any kind allowed). These Health Point losses are first allocated towards Rank-and-File models, and once enough Health Points losses are suffered to remove all Rank-and-File models, any remaining Health Point losses are allocated by the owner towards Attachable Models, as evenly as possible.
Attachable Models with Supernal can only join units containing Supernal, and units containing Supernal can only be joined by Attachable Models with Supernal.

Attack Attribute
Grind Attack:

A model part with a Grind Attack can make a Special Attack which is resolved at the model part’s Agility, 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).

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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