Guardian Behemoth

(Entry)
Type:

model

Categories:

Goblin, Mount, Goblin Cunning, Big and Nasty, ⟨Hgt:5⟩

EntryId:

b9a9-78b5-c696-b734

Hidden:

false

Costs: 280 pts4 Archer Broods

Constraints:

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

Profiles:

Global AdvMarDisRsr
Guardian Behemoth (Global)

7

7

6

Fearless, Goblin Cunning, Swiftstride, Terror, Solitary, Feigned Flight, Hit and Run

Defensive HPDefResArmAegRules
Guardian Behemoth (Defensive)

6

3

6

1

Offensive AttOffStrAPAgiRulesTags
Rider (4)

1

2

2

0

3

Lance, Bow

Goblin

Rule
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.

Goblin Cunning:

Immediately before taking a Courage Test, that is not automatically passed, any unit consisting entirely of models with Goblin Cunning may choose to fail the Courage Test instead of rolling it.

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.

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.

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
Lance:

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

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.

Ranged Weapon AimRangeShotsStrAPAttack Attributes
Bow

24"

1

3

0

Shoot in Extra Rank

Modifiers:

increment max(roster) 1
0 selections of Darrmu 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 Darrmu in roster (recursive)
repeat for every 2500 (rounded up) limit::ea90-6996-33df-993c of any in roster
remove category ⟨Hgt:5⟩
1+ selections of ⟨mount⟩ in Guardian Behemoth (recursive)
set Rarity Rare in non-upgrade-entry-self.entries.recursive.profiles.Size
and
1+ selections of Darrmu in roster (recursive)
non-upgrade-entry-self is unit
set Rarity Rare in non-upgrade-entry-self.profiles.Size
1+ selections of Darrmu in roster (recursive)
set max(roster) 0
1+ selections of Darrmu in roster (recursive)
Used By (1)
Orcs and Goblins(Catalogue)

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