Frost Mammoth

(Entry)
Type:

model

Categories:

Mount, ⟨Hgt:5⟩

EntryId:

8715-10ec-4907-1438

Hidden:

false

Costs: 400 pts

Constraints:

max(roster): 0
Options (3)
Bound Spells:

Profiles:

Global AdvMarDisRsr
Frost Mammoth (Global)

6

6

8

Solitary, Terror, Swiftstride, Freezing Aura, Dengrai’s Ice Storm

Defensive HPDefResArmAegRules
Frost Mammoth (Defensive)

7

3

6

3

Offensive AttOffStrAPAgiRulesTags
Tamer (2)

3

4

5

2

2

Ogre

Rule
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.

Terror:

When a unit containing Terror declares a Charge in the Charge Phase, the target must take a Panic Test. If the test is failed, the unit must choose Flee! as its Charge Reaction if allowed to do so (e.g. not already Engaged in Combat, etc.).
Units containing Terror are themselves immune to the effects of Terror.

Swiftstride:

Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swiftstride gain Maximised.

Freezing Aura:

Enemy units within 12" of one or more Frost Mammoths suffer −3 Agi (to a minimum of 1).

Dengrai’s Ice Storm:

The model can cast Veil of Mist (Druidism) as a Bound Spell (4+).

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:

increment max(roster) 1
repeat for every 1500 (rounded up) limit::ea90-6996-33df-993c of any in roster
remove category ⟨Hgt:5⟩
1+ selections of ⟨mount⟩ in Frost Mammoth (recursive)
Used By (1)
Ogre Khans(Catalogue)

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