Iron Orc Loner

(Entry)
Type:

model

Categories:

Orc, Metal Armour, ⟨Hgt:1⟩, ⟨Character⟩

EntryId:

15ca-dec9-30b9-86cb

Hidden:

false

Costs: 160 pts

Constraints:

max(roster): 0
Options (2)

Profiles:

Global AdvMarDisRsrRules
Iron Orc Loner (Global)

4

4

9

Unruly, Fearless, Solitary, Stubborn

Defensive HPDefResArmAegRules
Iron Orc Loner (Defensive)

3

6

5

3

Shield

Offensive AttOffStrAPAgiTags
Iron Orc Loner

4

6

5

2

4

Orc, Metal Armour

Weapon Master, Great Weapon, Lance, Paired Weapons

Size HeightTypeBaseRarity
Iron Orc Loner (Size)

1

Orc, Metal Armour

25×25

Extraordinary

Rule
Unruly:

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

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.

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.

Stubborn:

When a unit containing Stubborn loses a Round of Combat, halve the penalty to its Discipline from the Combat Score difference, rounding fractions up (i.e. towards a larger modifier).
If the unit is also Steady, the modifier is first set to no smaller than −2 (following the Steady rules), and then halved, rounding up, to −1.
If the unit is Unstable, the Health Point losses due to Unstable are halved, rounding fractions up (i.e. towards more Health Point losses).

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
Weapon Master:

The model part may choose what Melee Weapon to use in each Round of Combat, instead of only in the First Round of Combat.
In addition, it may choose to use a Hand Weapon or Innate Weapons even if it has other Melee Weapons. If armed with an Enchanted Weapon, it must still use it (i.e. it only needs to conform to the Priority 1. of weapon choice).
All Rank-and-File models in a unit still need to choose the same weapon.

Melee Weapon
Great Weapon:

+2 Str, +2 AP, always Agi 0. Two-Handed

Lance:

Devastating Charge (+2 Str, +2 AP, +1 Agi)
Only models with Centauroid or Mount can use a Lance.

Paired Weapons:

+1 Att, +1 Off. Two-Handed.
Attacks made with Paired Weapons ignore Parry.

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
0 selections of Tribe Leader in roster (recursive)
repeat for every 5000 (rounded up) limit::ea90-6996-33df-993c of any in roster
increment max(roster) 1
1+ selections of Tribe Leader in roster (recursive)
repeat for every 2500 (rounded up) limit::ea90-6996-33df-993c of any in roster
remove category ⟨Hgt:1⟩
1+ selections of ⟨mount⟩ in Iron Orc Loner (recursive)
set Rarity Rare in non-upgrade-entry-self.entries.recursive.profiles.Size
and
1+ selections of Tribe Leader in roster (recursive)
non-upgrade-entry-self is unit
set Rarity Rare in non-upgrade-entry-self.profiles.Size
1+ selections of Tribe Leader in roster (recursive)
set max(roster) 0
1+ selections of Tribe Leader in roster (recursive)
Used By (1)
Orcs and Goblins(Catalogue)

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