Tomb Reaper

(Entry)
Type:

model

EntryId:

b49e-355d-d3ec-bb39

Hidden:

false

Costs: 150 pts

Constraints:

min: 2
max: 4
Options (2)
Army Organisation:
Options:

Profiles:

Global AdvMarDisRsr
Tomb Reapers (Global)

6

6

8

2

Ensouled Statue, Fly, Autonomous, Swiftstride, Fearless, Undead, Unstable, Vanguard (3)

Defensive HPDefResArmAegRules
Tomb Reapers (Defensive)

4

5

5

3

Offensive AttOffStrAPAgiTags
Tomb Reaper

4

5

5

2

4

Statue

Lethal Strike, Stomp Attack (1)

Size HeightTypeBaseRarity
Tomb Reapers (Size)

4

Statue

50×75

Uncommon

Rule
Ensouled Statue:

Units entirely with Ensouled Statue reduce by 1 the number of HP lost due to Dust to Dust and Unstable.

Fly:

Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be placed in contact with the charged unit before the Initial Align Move.

Autonomous:

Units entirely with Autonomous may perform March Moves as normal despite being Undead, even when outside the range of the Commanding Presence of any friendly models.

Swiftstride:

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

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.

Undead:

Units containing Undead can perform March Moves only if they benefit from a friendly model’s Commanding Presence. For this purpose, any Reform Move exceeding a unit’s Mobility count as a March Move.
Moreover, models with Undead have an additional characteristic called Resurrect (Rsr) on their statline, which can interact with some other game effects.

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.

Vanguard:

After Deployment, units entirely with Vanguard may perform a pre-game Reform, Advance, or March Move, called a Vanguard Move, with the following exceptions:
  • If a value X is given, the units Mobility is always X during the Vanguard Move otherwise use the units Mobility.
  • No model can move further than 12" during the Vanguard Move, regardless of its Mobility.
  • The unit cannot end the Vanguard Move within 6" of an enemy unit.
  • Attachable Models cannot leave a unit as part of the Vanguard Move. If both players have units entirely with Vanguard, they alternate moving their units one by one, starting with the unit the Defender has given Vanguard (3" Mob) to.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the first Game Turn.

Attack Attribute
Lethal Strike:

If an attack with Lethal Strike wounds with a to-wound roll of ‘6’, its Armour Penetration is always 10, and Regeneration Saves cannot be taken against it.

Stomp Attack:

A model part with Stomp Attack can make a Special Attack which is resolved at Agility Step 0, can only be allocated towards a Health Pool of Height 0–1, and inflicts X hits, using the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons. If more than one model part of a combined model has Stomp Attack, only a single model part (chosen by the model’s owner) can perform its Stomp Attack in each Round of Combat.

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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