Rock Aurochs

(Entry)
Type:

mount

Categories:

Mount, Mount, Chained Beasts, ⟨Hgt:5⟩, ⟨mount⟩, ⟨loses:lighttroops⟩

LinkId:

e574-000c-cc89-3d88

Hidden:

false

Costs: 280 pts

Constraints:

max(roster): 0
max: 1

Profiles:

Global AdvMarDisRsr
Rock Aurochs (Global)

7

7

C

Solitary, Frenzy, Fearless, Swiftstride, Terror, Unruly

Defensive HPDefResArmAegRules
Rock Aurochs (Defensive)

7

3

6

3

Mountain Hide

Offensive AttOffStrAPAgiTags
Rock Aurochs

5

3

6

3

2

Mount, Beast

Impact Hits (3D3), Fury, Devastating Charge (Strider, 1 St, 1 AP), Stomp Attack (D6)

Size HeightTypeBaseRarity
Rock Aurochs (Size)

5

Mount, Beast

100×150

Extraordinary

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.

Frenzy:

Units containing Frenzy must always choose to Pursue (including Overrun) when able to.

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.

Swiftstride:

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

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.

Unruly:

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

Mountain Hide:

Attacks with Multiple Wounds (X) against the model halve their X value (rounding fractions up).

Attack Attribute
Impact Hits:

If Charging, the model part can make a Special Attack which is resolved at Agility Step 10, 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). If more than one model part of a combined model has Impact Hits, only a single model part (chosen by the model’s owner) can perform its Impact Hits in a Round of Combat.

Fury:

If the attack hits with a to-hit roll of ‘6’, it causes one additional hit (usually this means it causes two hits instead of one). This additional hit is allocated towards the same target.

Devastating Charge:

A Charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Rules and Characteristic modifiers stated in brackets.
For example, a model part with Devastating Charge (+1 Str) gains +1 Str when Charging.

Stomp Attack:

A model part with Stomp Attack can make a Special Attack which is resolved at Agility Step 0, can only be allocated towards a Health Pool of Height 0–1, and inflicts X hits, using the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons. If more than one model part of a combined model has Stomp Attack, only a single model part (chosen by the model’s owner) can perform its Stomp Attack in each Round of Combat.

Melee Weapon
Innate Weapons:

During Combat Choices a model part can only choose Innate Weapons if it has no other options.
All model parts with Beast, Construct, or Mount come equipped with Innate Weapons as their default equipment and cannot lose them.

Modifiers:

increment max(roster) 1
repeat for every 5000 (rounded up) limit::ea90-6996-33df-993c of any in roster
replace Rules , Light Troops with in non-upgrade-entry-self.entries.recursive.profiles.Offensive
non-upgrade-entry-self is unit
replace Rules , Light Troops with in non-upgrade-entry-self.profiles.Offensive
replace Rules Light Troops with in non-upgrade-entry-self.entries.recursive.profiles.Offensive
non-upgrade-entry-self is unit
replace Rules Light Troops with in non-upgrade-entry-self.profiles.Offensive
replace Rules Light Troops, with in non-upgrade-entry-self.entries.recursive.profiles.Offensive
non-upgrade-entry-self is unit
replace Rules Light Troops, with in non-upgrade-entry-self.profiles.Offensive
replace Rules , Light Troops with in non-upgrade-entry-self.entries.recursive.profiles.Defensive
non-upgrade-entry-self is unit
replace Rules , Light Troops with in non-upgrade-entry-self.profiles.Defensive
replace Rules Light Troops with in non-upgrade-entry-self.entries.recursive.profiles.Defensive
non-upgrade-entry-self is unit
replace Rules Light Troops with in non-upgrade-entry-self.profiles.Defensive
replace Rules Light Troops, with in non-upgrade-entry-self.entries.recursive.profiles.Defensive
non-upgrade-entry-self is unit
replace Rules Light Troops, with in non-upgrade-entry-self.profiles.Defensive
replace Rules , Light Troops with in non-upgrade-entry-self.entries.recursive.profiles.Global
non-upgrade-entry-self is unit
replace Rules , Light Troops with in non-upgrade-entry-self.profiles.Global
replace Rules Light Troops with in non-upgrade-entry-self.entries.recursive.profiles.Global
non-upgrade-entry-self is unit
replace Rules Light Troops with in non-upgrade-entry-self.profiles.Global
replace Rules Light Troops, with in non-upgrade-entry-self.entries.recursive.profiles.Global
non-upgrade-entry-self is unit
replace Rules Light Troops, with in non-upgrade-entry-self.profiles.Global
Used By (1)

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