Wrecking Team

(Entry)
Type:

model

Categories:

⟨Hgt:3⟩

EntryId:

f733-4472-8f42-5cfd

Hidden:

false

Costs: 100 pts

Constraints:

max(roster): 0

Profiles:

Global AdvMarDisRsr
Wrecking Team (Global)

3D6

3D6

5

Random Movement (3D6), Fearless, Solitary, Insignificant

Defensive HPDefResArmAegRules
Wrecking Team (Defensive)

3

0

4

0

Hard Target (1)

Offensive AttOffStrAPAgiRulesTags
Wrecking Team

0

6

3

3

Force of Destruction (2D6)

Beast

Size HeightTypeBaseRarity
Wrecking Team (Size)

3

Beast

60×60

Rare

Rule
Random Movement:

Units entirely with Random Movement do not follow normal rules for Charging, Move Manoeuvres, Pursue Moves or Flee Moves.
Instead, apply the following:
  • During the Charge Phase, the unit cannot Declare any Charges.
  • At any time the unit would perform a Move Manoeuvre, it performs a Pursue Move instead (see the Melee Phase chapter), with the following exceptions: [series=randommovement]
  • It must move in the Movement Phase if allowed to do so, and it must do so before any units without Random Movement have performed their Move Manoeuvres.
  • It moves the distance stated in brackets (X).
  • It can choose in which direction it will move (the owning player must choose the direction before rolling the Pursuit Distance).
  • It does not take Dangerous Terrain Tests, unless Charging.
  • It treats the Battlefield Edge as Impassable Terrain.
  • That move counts as an Advance Move for the purpose of Moving and Shooting.
  • The unit’s Pursue and Flee Moves use the distance stated in brackets (X) instead of the normal distance.
  • The unit cannot perform any Magical Move nor use Vanguard. Whenever a rule requires the Mobility or Charge Speed of a model with this rule, use the potential maximum value of X (eg. if X is 2D6", then consider the Mobility and Charge Speed to be equal to 12").
It also means that effects that modify its Pursue Distance, such as Maximised and Minimised, also affect its moves.

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.

Insignificant:

Units entirely with Insignificant do not cause Panic Tests on units not containing Insignificant when making Flee Moves through them.

Hard Target:

Shooting Attacks allocated against a Health Pool with Hard Target suffer −X to hit.

Attack Attribute
Force of Destruction:

Charges cannot be declared against the model with Force of Destruction.
This model is ignored by other units and ignores them for the purpose of Unit Spacing. It may come into contact and move through other units, and other units may come into contact and move through it (excluding Ambush).
When model with Force of Destruction comes into contact with another unit, the other unit immediately suffers X hits with the model’s Strength and Armour Penetration, and the model with Force of Destruction is immediately removed as a casualty.
If several units come into contact simultaneously the model with Force of Destruction chooses which unit suffers the hits.
If the model was removed due to another unit moving into contact with it, that unit suffers an additional D6 hits. Health Point losses caused by Force of Destruction in the Charge Phase do not cause Panic Test.

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 2500 (rounded up) limit::ea90-6996-33df-993c of any in roster
remove category ⟨Hgt:3⟩
1+ selections of ⟨mount⟩ in Wrecking Team (recursive)
Used By (1)
Orcs and Goblins(Catalogue)

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