Caiman Elder

(Entry)
Type:

model

EntryId:

6b0a-d69d-6f91-49f6

Hidden:

false

Costs: 75 pts

Constraints:

min: 3
max: 6

Profiles:

Global AdvMarDisRsr
Caiman Elders (Global)

6

6

8

Communal Bond, Disciplined, Strider (Water Terrain)

Defensive HPDefResArmAegRules
Caiman Elders (Defensive)

4

4

4

3

Offensive AttOffStrAPAgiTags
Caiman Elder

3

4

5

2

1

Caiman

Weapon Master, Tooth and Claw, Great Weapon

Size HeightTypeBaseRarity
Caiman Elders (Size)

3

Caiman

50×50

Rare

Rule
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.

Disciplined:

Command Tests taken by a unit containing Disciplined benefit from Minimised.

Strider:

If Strider is associated with a specific type of Terrain, which would be indicated in brackets (X). In such cases, Strider only affects the unit’s interaction with this Terrain Feature.
Models with Strider may ignore rules associated with Terrain Features, with the following exceptions:
  • They cannot ignore any rule affecting Line of Sight or Cover.
  • They cannot ignore any rule associated with Weakness.
  • They cannot ignore the Impassable rule of Impassable Terrain. A Health Pool with Strider never fulfils the criteria for which models must take Dangerous Terrain Tests due to the associated Terrain Feature (but still needs to take Dangerous Terrain Tests from other sources, such as Terrain Features not associated with its Strider rule, or when making a Flee Move through an enemy unit).
In addition, if the unit contains a Rank-and-File model with Strider, it ignores the Disruptive rule of any Terrain Feature associated to its Strider rule.

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
Tooth and Claw:

+1 Att, +1 to hit, Two-Handed. This weapon cannot be enchanted with Weapon Enchantments.

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.

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