Iron Orc Chariot

(Entry)
Type:

model

EntryId:

997f-f55d-a39c-e63b

Hidden:

false

Costs: 155 pts

Constraints:

min: 1
max: 1
Options (2)
Headbashers:

Profiles:

Global AdvMarDisRsr
Iron Orc Chariots (Global)

7

4

8

Swiftstride, Fearless, Unruly, Light Troops, Exclusive (Grunter Chariot)

Defensive HPDefResArmAegRules
Iron Orc Chariots (Defensive)

4

5

5

4

Offensive AttOffStrAPAgiTags
Iron Orc (2)

1

5

4

2

2

Orc, Metal Armour

Brood Rivalry, Weapon Master, Paired Weapons, Great Weapon

Chassis

5

2

Construct

Impact Hits (D6)

Rule
Swiftstride:

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

Unruly:

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

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.

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).

Attack Attribute
Brood Rivalry:

The model part gains +1 Att while another friendly unit is Engaged in Combat anywhere on the Battlefield.
Only units containing a Rank-and-File model can benefit from this rule.
Note: when Engaged in Combat, units without a Rank-and-File model still counts as a unit Engaged in Combat for other units.

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.

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.

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.

Melee Weapon
Paired Weapons:

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

Great Weapon:

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

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:

set max 2
1+ selections of Tribe Leader in roster (recursive)

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