Mraven, the Chimerical

(Entry)
Type:

model

Categories:

Metal Armour, ⟨Hgt:3⟩, ⟨Character⟩

EntryId:

9961-d5f0-7085-38ac

Hidden:

false

Costs: 460 pts2 Legendary Beasts

Constraints:

max(roster): 1
Options (1)
Weapon:

Profiles:

Global AdvMarDisRsr
Mraven, the Chimerical (Global)

6

6

9

Courageous, Dying Blow, Fearless, Light Troops, Cibaresh's Curse, Exclusive (Path of the Exiled, Human)

Defensive HPDefResArmAegRules
Mraven, the Chimerical (Defensive)

4

6

5

4

Shield, Hell-Forged Armour

Offensive AttOffStrAPAgi
Mraven

5

7

5

2

5

Rules:

Hand-and-a-Half, Smother (2), Great Weapon

Tags:

Pathof The Exiled, Metal Armour

Size HeightTypeBaseRarity
Mraven, the Chimerical (Size)

3

Pathof The Exiled, Metal Armour

40×40

Legendary

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.

Cibaresh's Curse:

At the start of your turn, choose one of the following options. Mraven gains that rule with Duration: One Turn. You cannot choose the same option twice in a row.
  • False Hydra: Mraven gains Breath Attack (Str 3, AP 1), Rage, and Regeneration (4+).
  • Giant Yeti: Mraven sets his Height to 5, gains +1 Res, and Stomp Attack (D6) and Touch of Frost.
  • Wasteland Spearback: Mraven gains Channel (1), and the following shooting weapon:

NameAimRangeShotsStrAPAttack Attributes
Shoot Spikes312"2D3+252March and Shoot


  • Debauched Gortach: Mraven gains Hatred, Lethal Strike, Strength from Flesh.

Exclusive:

This rule limits which units an Attachable Model is allowed to join.
  • Attachable Models with Exclusive (X) can only join units containing X.
  • Non-Attachable Models with Exclusive (X) can only be joined by Attachable Models with X.
  • If a unit has multiple instances of Exclusive, all criteria must be fulfilled together. The specific criteria for X can be unit names, Model Rules, Properties, upgrades, etc.
If a model has both Exclusive and Attached, apply all requirements from both rules (remember that a model that cannot be Deployed is considered a casualty).

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.

Hell-Forged Armour:

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

Smother:

Melee Attacks towards a model with Height X gain +1 to hit and +1 to wound.

Attack Attribute
Hand-and-a-Half:

The model part ignores Two-Handed, and its weapons count as a Hand Weapon for the purpose of Shield (while keeping other rules and modifiers).

Melee Weapon
Great Weapon:

+2 Str, +2 AP, always Agi 0. Two-Handed

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:

remove category ⟨Hgt:3⟩
1+ selections of ⟨mount⟩ in Mraven, the Chimerical (recursive)
Used By (1)

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