Barrow Knight

(Entry)
Type:

model

EntryId:

a0b6-2f78-1e4e-3db4

Hidden:

false

Costs: 32 pts

Constraints:

min: 5
max: 15
Options (1)

Profiles:

Global AdvMarDisRsr
Barrow Knights (Global)

8

8

7

D3+2

Undead, Unstable, Ashes to Ashes, Fearless, Ghost Step, Dying Blow, Swiftstride, Bodyguard (General, Barrow King)

Defensive HPDefResArmAegRules
Barrow Knights (Defensive)

1

3

4

4

Shield

Offensive AttOffStrAPAgiTags
Barrow Knight

1

3

4

1

3

Skeleton, Metal Armour

Magical Attacks, Lethal Strike, Multiple Wounds (2, towards Height (1-2)), Lance

Rule
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.

Ashes to Ashes:

At the end of each of your Player Turns, if there are no friendly models with Gates of the Netherworld on the Battlefield, each unit containing Ashes to Ashes loses X HP, where X is equal to half the Resurrected, value fractions are rounded up, (roll any dice when needed).
These hits can only be allocated onto models with Ashes to Ashes.

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.

Ghost Step:

A unit entirely with Ghost Step ignores Terrain Features and Open Terrain when moving.
The unit must follow the Unit Spacing rule at the end of its move.
A Health Pool with Ghost Step never fulfils the criteria for which models must take Dangerous Terrain Tests due to Terrain Features (but still needs to take Dangerous Terrain Tests from other sources than Terrain Features, such as when making a Flee Move through an enemy unit).
If the unit ends a move inside Impassable Terrain, backtrack the move to the unit’s last valid position, unless as part of a Flee Move, in which case the standard Flee Moves rules apply.

Dying Blow:

When a model with Dying Blow is about to be removed as a casualty during any Agility Step of a Round of Combat it is fighting, remove it instead at the end of Agility Step 0.

Swiftstride:

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

Bodyguard:

While a Character is joined to a unit containing Bodyguard and the Character fulfills at least one of the requirements defined by X that, Character then benefits from Stubborn.
In addition, if the unit it is joined to has at least one Proper Rank, the unit is considered to be Steadfast for the purposes of Break Tests.
Note: units entirely with Unstable do not take Break Tests.

Shield:

A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a Two-Handed Melee Weapon.
A model using a Shield gains +1 Arm.
In addition, any Height 1-3 model using a Hand Weapon while using a Shield gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
Remember that since Shield (and parry) provide modifiers to Defensive Characteristics, their effects do not apply to a Character on a mount that has its own Defensive Skill or Armour.

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.

Multiple Wounds:

Health Point losses caused by the attack are multiplied into the value given in brackets (X). If the value is a dice, roll one dice for each unsaved wound from an attack with Multiple Wounds.
The number of Health Point losses that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle).
For example, if an attack with Multiple Wounds (D6) wounds a unit of Trolls (HP 3) and rolls a ‘5’ for the multiplier, the number of Health Points lost is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.

Melee Weapon
Lance:

Devastating Charge (+2 Str, +2 AP, +1 Agi)
Only models with Centauroid or Mount can use a Lance.

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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