Forsaken One

(Unit)
Type:

model

Category:

Special

Categories:

⟨Hgt:5⟩, Special

LinkId:

f98e-4276-4dec-4e1c

Hidden:

false

Costs: 360 pts2 Legendary Beasts

Constraints:

max(roster): 0

Profiles:

Global AdvMarDisRsr
Forsaken One (Global)

3D6

3D6

5

Dying Blow, Fearless, Mindless, Random Movement (3D6), Solitary, Stubborn, Unstable

Defensive HPDefResArmAegRules
Forsaken One (Defensive)

8

2

6

0

Regeneration (5+)

Offensive AttOffStrAPAgiRulesTags
Forsaken One

6

2

1

Grind Attack (D6+3)

Irredeemable

Size HeightTypeBaseRarity
Forsaken One (Size)

5

Irredeemable

50×100

Rare

Rule
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.

Mindless:

A unit entirely with this rule automatically passes its Command Tests for Combat Reform, and automatically fails its Command Tests for Redirecting Charges.

Random Movement:

Units entirely with Random Movement do not follow normal rules for Charging, Move Manoeuvres, Pursue Moves or Flee Moves.
Instead, apply the following:
  • During the Charge Phase, the unit cannot Declare any Charges.
  • At any time the unit would perform a Move Manoeuvre, it performs a Pursue Move instead (see the Melee Phase chapter), with the following exceptions: [series=randommovement]
  • It must move in the Movement Phase if allowed to do so, and it must do so before any units without Random Movement have performed their Move Manoeuvres.
  • It moves the distance stated in brackets (X).
  • It can choose in which direction it will move (the owning player must choose the direction before rolling the Pursuit Distance).
  • It does not take Dangerous Terrain Tests, unless Charging.
  • It treats the Battlefield Edge as Impassable Terrain.
  • That move counts as an Advance Move for the purpose of Moving and Shooting.
  • The unit’s Pursue and Flee Moves use the distance stated in brackets (X) instead of the normal distance.
  • The unit cannot perform any Magical Move nor use Vanguard. Whenever a rule requires the Mobility or Charge Speed of a model with this rule, use the potential maximum value of X (eg. if X is 2D6", then consider the Mobility and Charge Speed to be equal to 12").
It also means that effects that modify its Pursue Distance, such as Maximised and Minimised, also affect its moves.

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.

Stubborn:

When a unit containing Stubborn loses a Round of Combat, halve the penalty to its Discipline from the Combat Score difference, rounding fractions up (i.e. towards a larger modifier).
If the unit is also Steady, the modifier is first set to no smaller than −2 (following the Steady rules), and then halved, rounding up, to −1.
If the unit is Unstable, the Health Point losses due to Unstable are halved, rounding fractions up (i.e. towards more Health Point losses).

Unstable:

Whenever a unit entirely with Unstable would take a Break Test, it suffers instead 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. Those Health Point losses can be reduced in the following ways:
  • If the unit contains Stubborn, the Health Point losses are halved, rounding fractions up.
  • If the unit is affected by Beacon of Courage, the Health Point losses are reduced by 1.
  • If the unit is Steady while affected by Beacon of Courage, the Health Point losses are reduced by an additional 1.
  • If the unit is Solid while affected by Beacon of Courage, the Health Point losses are reduced by an additional 1. I.e. a unit that is affected by Beacon of Courage while also being Steadfast reduces its Health Point losses by a total of 3.
Attachable Models with Unstable can only join units containing Unstable, and units containing Unstable can only be joined by Attachable Models with Unstable.

Regeneration:

Regeneration 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 Regeneration Special Save rolls, which can never be increased to rolls better than 3+. If the model does not have Regeneration, it instead gains Regeneration (7 X+). For example, a model without Regeneration that gains Regeneration (+2) will gain Regeneration (5+).
Note that Regeneration Saves cannot be taken against attacks with Flaming Attacks, nor against attacks with Lethal Strike that roll a ‘6’ to wound.

Attack Attribute
Grind Attack:

A model part with a Grind Attack can make a Special Attack which is resolved at the model part’s Agility, 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).

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:5⟩
1+ selections of ⟨mount⟩ in Forsaken One (recursive)
Used By (1)

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