Carnosaur

(Entry)
Type:

model

Categories:

Mount, ⟨Hgt:5⟩

EntryId:

1bad-11ae-cd98-9b1c

Hidden:

false

Costs: 340 pts

Constraints:

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

Profiles:

Global AdvMarDisRsr
Carnosaur (Global)

7

7

8

Frenzy, Fearless, Communal Bond, Solitary, Light Troops, Swiftstride, Terror, Unruly

Defensive HPDefResArmAegRules
Carnosaur (Defensive)

6

2

5

4

Offensive AttOffStrAPAgiRulesTags
Tegu Rider

2

4

4

1

2

Tegu

Rule
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.

Communal Bond:

Courage and Command Tests taken by the model’s unit are Minimised, and may use the Discipline from other units within 8", following the rules below:
  • Choose a single model in the unit to take the test for the whole unit, as usual.
  • Determine the model with the highest Discipline value in any other friendly, non-Shaken unit within 8".
  • Set the Discipline value of the model chosen in step 1 above to the value determined in step 2.

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.

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.

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.

Attack Attribute
Multiple Wounds:

Health Point losses caused by the attack are multiplied into the value given in brackets (X). If the value is a dice, roll one dice for each unsaved wound from an attack with Multiple Wounds.
The number of Health Point losses that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle).
For example, if an attack with Multiple Wounds (D6) wounds a unit of Trolls (HP 3) and rolls a ‘5’ for the multiplier, the number of Health Points lost is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.

Melee Weapon
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
repeat for every 2500 (rounded up) limit::ea90-6996-33df-993c of any in roster
remove category ⟨Hgt:5⟩
1+ selections of ⟨mount⟩ in Carnosaur (recursive)
Used By (1)
Saurian Ancients(Catalogue)

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