Klaas, the Giving

(Entry)
Type:

mount

Categories:

⟨Hgt:4⟩, ⟨mount⟩

EntryId:

38f3-9a28-589f-1bea

Hidden:

false

Costs: 650 pts

Constraints:

max(roster): 1
Options (1)

Profiles:

Global AdvMarDisRsr
Klaas, the Giving (Global)

10

5

9

Fly, Swiftstride, General, Fearless, Light Troops, Solitary, Supernal, Strider (Water Terrain), Disciplined, Courageous, The Father’s Gifts

Defensive HPDefResArmAegRules
Klaas, the Giving (Defensive)

6

8

5

3

Aegis (4+)

Offensive AttOffStrAPAgiTags
Joulgrim, the Giving

6

9

5

2

8

Daemon

Memory of a Hoarded Blade, Magical Attacks

Chassis

4

3

Construct

Impact Hits (2D3)

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.

Swiftstride:

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

General:

A model with this rule is always the General.
Note: this means than only one model with General can be included in an Army List.

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.

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.

Supernal:

When a unit entirely with Supernal fails a Break Test, instead of being Broken and subsequently Shaken, it suffers 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.
Attachable Models with Supernal can only join units containing Supernal, and units containing Supernal can only be joined by Attachable Models with Supernal.

Strider:

If Strider is associated with a specific type of Terrain, which would be indicated in brackets (X). In such cases, Strider only affects the unit’s interaction with this Terrain Feature.
Models with Strider may ignore rules associated with Terrain Features, with the following exceptions:
  • They cannot ignore any rule affecting Line of Sight or Cover.
  • They cannot ignore any rule associated with Weakness.
  • They cannot ignore the Impassable rule of Impassable Terrain. A Health Pool with Strider never fulfils the criteria for which models must take Dangerous Terrain Tests due to the associated Terrain Feature (but still needs to take Dangerous Terrain Tests from other sources, such as Terrain Features not associated with its Strider rule, or when making a Flee Move through an enemy unit).
In addition, if the unit contains a Rank-and-File model with Strider, it ignores the Disruptive rule of any Terrain Feature associated to its Strider rule.

Disciplined:

Command Tests taken by a unit containing Disciplined benefit from Minimised.

Courageous:

A unit containing Courageous must reroll failed Courage Tests.

The Father’s Gifts:

At the beginning of each friendly Player Turn, Joulgrim can choose a single friendly unit within 12" to gain one of the following abilities, with Duration: One Turn.
  • Supernal Shield: the chosen unit suffers −3 Arm and gains Aegis (5+).
  • Unholy Edge: the chosen unit always strikes at Agility Step 0 and gains +1 AP.
  • The Eight-Point Crown: the chosen unit suffers −1 Str and −1 AP, and gains Stubborn and Unstable.

Aegis:

Aegis 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 Aegis Special Save rolls, which can never be increased to rolls better than 3+. If the model does not have Aegis, it instead gains Aegis (7 X+). For example, a model without Aegis that gains Aegis (+2) will gain Aegis (5+).
Note that Aegis Saves cannot be taken against attacks with Divine Attacks.

Memory of a Hoarded Blade:

If included in an Army List not containing Favour of Greed, Joulgrim gains +2 Str, +2 AP and always strikes at Agility Step 0.

Attack Attribute
Impact Hits:

If Charging, the model part can make a Special Attack which is resolved at Agility Step 10, and inflicts X hits, using the model part’s Strength, Armour Penetration, and Attack Attributes, but not Weapons.
Remember that attacks multiplied into several hits are allocated after establishing how many hits are scored (i.e. after the attack has hit). If more than one model part of a combined model has Impact Hits, only a single model part (chosen by the model’s owner) can perform its Impact Hits in a 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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