Scrapling

(Entry)
Type:

model

EntryId:

2adc-5d41-362a-da4c

Hidden:

false

Costs: 4 pts

Constraints:

min: 20
max: 60
Options (1)

Profiles:

Global AdvMarDisRsr
Scraplings (Global)

4

4

6

Insignificant, Exclusive (Scraplord), Courageous, Unruly, Feigned Flight, Hit and Run

Defensive HPDefResArmAegRules
Scraplings (Defensive)

1

2

3

0

Offensive AttOffStrAPAgiRulesTags
Scrapling

1

2

2

0

3

Scrapling

Size HeightTypeBaseRarity
Scraplings (Size)

1

Scrapling

20×20

Common

Rule
Insignificant:

Units entirely with Insignificant do not cause Panic Tests on units not containing Insignificant when making Flee Moves through them.

Exclusive:

This rule limits which units an Attachable Model is allowed to join.
  • Attachable Models with Exclusive (X) can only join units containing X.
  • Non-Attachable Models with Exclusive (X) can only be joined by Attachable Models with X.
  • If a unit has multiple instances of Exclusive, all criteria must be fulfilled together. The specific criteria for X can be unit names, Model Rules, Properties, upgrades, etc.
If a model has both Exclusive and Attached, apply all requirements from both rules (remember that a model that cannot be Deployed is considered a casualty).

Courageous:

A unit containing Courageous must reroll failed Courage Tests.

Unruly:

Command Tests taken by a unit containing this rule gain Maximised.

Feigned Flight:

A unit entirely with Feigned Flight automatically passes any Rally Test it takes after voluntarily becoming Shaken.
In addition, models with Fearless and Feigned Flight ignore Fearless for the purposes of choosing 'Flee!' as a Charge reaction. I.e. if every model with Fearless in a (combined) unit has Feigned Flight, the unit can 'Flee!'.

Hit and Run:

A unit entirely with Hit and Run in contact with an enemy unit may choose to voluntarily become “Broken” at the start of Take Break Tests (Round of Combat, 3.C). In that case, the unit is considered to have failed a Break Test and is ignored for the rest of step 3.C.
If the unit was on the winning side of the Round of Combat, the enemy cannot Pursue.
Note: this means units with Supernal or Unstable suffer no Health Point loss if they voluntarily become “Broken”.

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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