Thyroscutus Herd

(Entry)
Type:

model

EntryId:

a4f4-595c-bdef-8045

Hidden:

false

Costs: 140 pts4 Saurian Shooting

Constraints:

min: 1
max: 3
Options (3)
Options:

Profiles:

Global AdvMarDisRsr
Thyroscutus Herd (Global)

5

5

6

Fearless, Communal Bond, Stubborn, Swiftstride

Defensive HPDefResArmAegRules
Thyroscutus Herd (Defensive)

4

4

5

5

Offensive AttOffStrAPAgiRulesTags
Skink Rider (4)

1

2

3

0

3

Poisoned Javelin

Skink

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.

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.

Stubborn:

When a unit containing Stubborn loses a Round of Combat, halve the penalty to its Discipline from the Combat Score difference, rounding fractions up (i.e. towards a larger modifier).
If the unit is also Steady, the modifier is first set to no smaller than −2 (following the Steady rules), and then halved, rounding up, to −1.
If the unit is Unstable, the Health Point losses due to Unstable are halved, rounding fractions up (i.e. towards more Health Point losses).

Swiftstride:

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

Ranged Weapon AimRangeShotsStrAP
Poisoned Javelin

12"

1

User

User

Poison Attacks, Quick to Fire, Stand and Shoot

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:

set max 1
1+ selections of Great Protector in root-entry-self (recursive)

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