Fallen

(Entry)
Type:

model

EntryId:

0d41-85f5-8d42-8243

Hidden:

false

Costs: 13 pts

Constraints:

min: 5
max: 15

Profiles:

Global AdvMarDisRsr
Fallen (Global)

6

6

8

Courageous, Dying Blow, Fearless, Light Troops

Defensive HPDefResArmAegRules
Fallen (Defensive)

1

2

4

3

Hell-Forged Armour

Offensive AttOffStrAPAgiRules
Fallen

2

4

4

1

4

Paired Weapons

Metal Armour, Path Of The Exiled

Size HeightTypeBaseRarity
Fallen (Size)

1

Metal Armour, Path Of The Exiled

25×25

Rare

Rule
Courageous:

A unit containing Courageous must reroll failed Courage Tests.

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.

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.

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.

Hell-Forged Armour:

The wearer's model gains Resistance (Toxic Attacks).

Melee Weapon
Paired Weapons:

+1 Att, +1 Off. Two-Handed.
Attacks made with Paired Weapons ignore Parry.

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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