Ghost Chariot

(Entry)
Type:

upgrade

EntryId:

6f3a-58ec-59d2-f2cc

Hidden:

false

Costs: 230 pts
Rules (9)
Ethereal
Counts as having Regeneration against non-spell attacks. This rule stacks with Regeneration.
Fast
Units with this special rule move 9” when using Advance actions and 18” when using Rush or Charge actions.
Fear
When in melee units with this special rule count as having caused +D3 wounds when determining who won the combat.
Impact(X)
Whenever a model with this special rule charges it deals X automatic hits.
Regeneration
Whenever this model takes wounds roll one die for each. On a 5+ the wound is ignored.
Reliquary
When this unit is activated pick 2 enemy units within 12” and roll 1 die for each, on a 2+ they take 3 hits with AP(1).
Strider
Units with this special rule treat Difficult Terrain as Open Terrain when moving (may move more than 6”).
Tough(X)
Models with this special rule must accumulate X wounds before being removed as a casualty.

If a model with Tough joins a unit without it then you must remove regular models as casualties before starting to accumulate wounds on the model with Tough.

When a unit with multiple Tough models takes wounds you must accumulate them on a single model until it is killed before starting to accumulate them on another.
AP(X)
Enemy units taking hits from weapons with this special rule get -X to Defense rolls.

Profiles:

Equipment
Ghost Chariot:

Ethereal, Fast, Fear, Impact(6), Regeneration, Reliquary, Strider, Tough(+6)

Melee Weapon AttacksSpecial Rules
Crew Attacks

A8

Ranged Weapon RangeAttacksSpecial Rules
Howl

12"

A4

AP(1)

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