Exalted Herald

(Unit)
Type:

model

Category:

Characters

Categories:

Wizard, Wizard Adept, Metal Armour, ⟨Hgt:4⟩, ⟨Character⟩, Characters

LinkId:

5918-ec43-96a0-fcdc

Hidden:

false

Costs: 650 pts3 Legendary Beasts

Constraints:

max(roster): 0
max: 650
Options (3)
Leadership:
Weapon:

Profiles:

Global AdvMarDisRsr
Exalted Herald (Global)

7

7

9

Fearless, Light Troops, Manifestation, Solitary, Supernal, Wizard Adept

Defensive HPDefResArmAegRules
Exalted Herald (Defensive)

5

8

5

3

Aegis (4+)

Offensive AttOffStrAPAgiTags
Exalted Herald

6

9

5

2

8

Daemon

Magical Attacks, Stomp Attack (1)

Size HeightTypeBaseRarity
Exalted Herald (Size)

4

Daemon

50×50

Rare

Rule
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.

Manifestation:

During Pre-game Selections, each Exalted Herald model part must choose two different Manifestations from the list below, and select two spells out of those indicated in the selected Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell) (this replaces the normal rules for Spell Selection connected to being a Wizard Adept).

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.

Wizard Adept:

The model becomes a Wizard, gains Channel (1), and knows 3 different Learned Spells, chosen from the Apprentice Spell and the Adept Spells (#1#4) of the Magic Path it has chosen.
It may Swap Spells during Pre-game Selections. See the Battle Preparation chapter for details.

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.

Attack Attribute
Magical Attacks:

This Attack Attribute does not confer any direct effects, but instead interacts with other rules, such as Aegis (X, against Magical Attacks).

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
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.

Modifiers:

increment max(roster) 1
repeat for every 2500 (rounded up) limit::ea90-6996-33df-993c of any in roster
remove category ⟨Hgt:4⟩
1+ selections of ⟨mount⟩ in Exalted Herald (recursive)
Used By (1)

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