Warrior Knight

(Entry)
Type:

model

EntryId:

6f0a-ea72-6864-525f

Hidden:

false

Costs: 46 pts

Constraints:

min: 5
max: 10
Options (3)

Profiles:

Global AdvMarDisRsrRules
Warrior Knights (Global)

8

8

8

Courageous, Fearless, Swiftstride

Defensive HPDefResArmAegRules
Warrior Knights (Defensive)

1

5

4

5

Hell-Forged Armour, Shield

Offensive AttOffStrAPAgiRules
Warrior Rider

2

5

4

1

4

Metal Armour, Path Of The Favoured

Rule
Courageous:

A unit containing Courageous must reroll failed Courage Tests.

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.

Swiftstride:

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

Hell-Forged Armour:

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

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.

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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