Shrieking Horror

(Entry)
Type:

mount

Categories:

Mount, Mount, Gigantic Mount, Swift Death, ⟨Hgt:5⟩, ⟨mount⟩, ⟨loses:closecombatattacks⟩

EntryId:

a3e0-3ea9-898c-8322

Hidden:

false

Constraints:

max(roster): 0

Profiles:

Global AdvMarDisRsr
Shrieking Horror (Global)

8

8

C

C

Fly, Light Troops, Swiftstride, Terror, Solitary

Defensive HPDefResArmAegRules
Shrieking Horror (Defensive)

7

4

6

0

Regeneration (5+)

Offensive AttOffStrAPAgiTags
Shrieking Horror

4

4

5

2

2

Zombie, Mount, Beast

Chilling Shriek, Chilling Howl, Stomp Attack (D6)

Size HeightTypeBaseRarity
Shrieking Horror (Size)

5

Zombie, Mount, Beast

100×150

Extraordinary

Rule
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.

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.

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.

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.

Chilling Shriek:

When the model part allocates Attacks, it may choose to exchange all of its Standard Melee Attacks for a Grind Attack (HP*, Str 9, AP 10, Magical Attacks, Psychic Attacks, Unmodifiable)
*The number of hits is equal to the model’s current number of HP
*See Shrieking Horror unit entry

Ranged Weapon AimRangeShotsStrAP
Chilling Howl

Auto

8"

HP*

9

10

March and Shoot, Magical Attacks, Hits Automatically, Psychic Attacks, Unmodifiable, *The number of shots is equal to the model’s current number of HP.

Attack Attribute
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 5000 (rounded up) limit::ea90-6996-33df-993c of any in roster
Used By (1)

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