Sha Guardian

(Entry)
Type:

mount

Categories:

Mount, Mount, Masons' Menagerie, Special, ⟨Hgt:5⟩, ⟨mount⟩

EntryId:

c040-5f96-22c3-6863

Hidden:

false

Constraints:

max(roster): 0

Profiles:

Global AdvMarDisRsr
Sha Guardian (Global)

6

6

C

C

Ensouled Statue, Swiftstride, Terror, Solitary, Stubborn

Defensive HPDefResArmAegRules
Sha Guardian (Defensive)

6

4

8

4

Eternal Guardian

Offensive AttOffStrAPAgiTags
Sha Guardian

5

4

5

2

1

Statue, Mount

Poison Attacks, Stomp Attack (D6)

Size HeightTypeBaseRarity
Sha Guardian (Size)

5

Statue, Mount

50×100

Rare

Rule
Ensouled Statue:

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

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.

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.

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).

Eternal Guardian:

Attacks with Multiple Wounds (X) against the model halve the number of wounds they inflict (rounding fractions up).

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.

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
Innate Weapons:

During Combat Choices a model part can only choose Innate Weapons if it has no other options.
All model parts with Beast, Construct, or Mount come equipped with Innate Weapons as their default equipment and cannot lose them.

Modifiers:

increment max(roster) 1
repeat for every 2500 (rounded up) limit::ea90-6996-33df-993c of any in roster
Used By (2)

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