Saurian Swarm

(Entry)
Type:

model

EntryId:

dbbe-c83e-4538-6bcf

Hidden:

false

Costs: 30 pts

Constraints:

min: 3
max: 6

Profiles:

Global AdvMarDisRsr
Saurian Swarms (Global)

6

6

4

Communal Bond, Light Troops, Skirmisher, Swiftstride, Unruly, Strider (Water Terrain), Fearless, Unstable, Afflict (-2 Of)

Defensive HPDefResArmAeg
Saurian Swarms (Defensive)

5

2

2

0

Regeneration (6+), Hard Target (1), Distracting (1)

Offensive AttOffStrAPAgiTags
Saurian Swarm

6

2

2

1

2

Saurian

Poison Attacks, Extra Support (3)

Size HeightTypeBaseRarity
Saurian Swarms (Size)

0

Saurian

40×40

Uncommon

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.

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.

Skirmisher:

Units containing Skirmisher adopt a unique formation, called a Skirmish Formation. Instead of being in contact with each other, these models are placed 12.5mm apart from each other (roughly half an inch, see the figure below).
These gaps between the models are considered part of the unit for Cover and Line of Sight purposes, and have the same Height as the unit.
Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front, two Flanks, and a Rear Facing, can perform Supporting Attacks, and so on.
Units in Skirmish Formation can only be joined by Attachable Models that have the same Height as the unit.
Unless an Attachable Model has the exact same base size as all Rank-and-File models in the unit, it is considered Mismatched for the purpose of placement within the unit.
The unit ceases to be in Skirmish Formation when all models with Skirmisher have been removed. When this happens, contract their Skirmish Formation into a normal formation when returning the unit into a valid formation, without moving the centre of the first rank. If Engaged in Combat, nudge any unit as normal to maintain contact.
See figure figure/skirmisher for an illustration of this rule. Skirmish formation.An example of a unit in Skirmish Formation with a joined Mismatching Character. All models are 12.5 mm away from each other.
The same unit Engaged in Combat. Only darkened models may attack. Models with a dashed frame can attack a Character (either C1 or C2). Models with a lighter shade cannot attack at all.

Swiftstride:

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

Unruly:

Command Tests taken by a unit containing this rule gain Maximised.

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.

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.

Unstable:

Whenever a unit entirely with Unstable would take a Break Test, it suffers instead a number of Health Point losses equal to the amount by which the Combat was lost (with no saves of any kind allowed). These Health Point losses are first allocated towards Rank-and-File models, and once enough Health Points losses are suffered to remove all Rank-and-File models, any remaining Health Point losses are allocated by the owner towards Attachable Models, as evenly as possible. Those Health Point losses can be reduced in the following ways:
  • If the unit contains Stubborn, the Health Point losses are halved, rounding fractions up.
  • If the unit is affected by Beacon of Courage, the Health Point losses are reduced by 1.
  • If the unit is Steady while affected by Beacon of Courage, the Health Point losses are reduced by an additional 1.
  • If the unit is Solid while affected by Beacon of Courage, the Health Point losses are reduced by an additional 1. I.e. a unit that is affected by Beacon of Courage while also being Steadfast reduces its Health Point losses by a total of 3.
Attachable Models with Unstable can only join units containing Unstable, and units containing Unstable can only be joined by Attachable Models with Unstable.

Afflict:

Units in contact with one or more enemy models with Afflict (X), suffer the effects given by X.
A unit can only be affected by one instance of Afflict (X) with an identical X value at a time.
If the brackets from two instances of Afflict are not identical (i.e. they have a different X), then they are considered different rules: apply the effects of both.

Regeneration:

Regeneration is a Special Save, with a value indicated in brackets (X).
If X is given as a modifier and with a maximum value (e.g. +2), the model gains this as a modifier to all its Regeneration Special Save rolls, which can never be increased to rolls better than 3+. If the model does not have Regeneration, it instead gains Regeneration (7 X+). For example, a model without Regeneration that gains Regeneration (+2) will gain Regeneration (5+).
Note that Regeneration Saves cannot be taken against attacks with Flaming Attacks, nor against attacks with Lethal Strike that roll a ‘6’ to wound.

Hard Target:

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

Distracting:

Melee Attacks allocated against a Health Pool with Distracting suffer −1 to hit.
Ignore Distracting if the final to hit chance would be worse than 5+.

Attack Attribute
Poison Attacks:

Whenever an attack with Poison Attacks hits with a to-hit roll of ‘6’, it wounds automatically (no to-wound roll needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of ‘5’ or ‘6’ instead.
If the attack is turned into more than one hit (e.g. a hit with Area Attack or Fury), only a single hit, chosen by the attacker, wounds automatically. All other hits must roll to wound as normal.

Extra Support:

A model part with Extra Support replaces the limit on the maximum number of attacks the model can do as Restricted Attack with the value in brackets (X) or, if it includes a +, increases that limit with +X.

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.

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