Primarch:

(Category)
LinkId: 7526-8c64-9373-5110
Hidden: false

Constraints:

max(force): 1
Rules (8)
Primarch Unit-type
• All Primarchs have the following special rules: Independent Character, Eternal Warrior, Fearless, It Will Not Die (5+), Bulky (4), and Relentless. In addition, all models with the Primarch unit type always count as Character models.
• Primarchs are not affected by special rules that negatively modify their Characteristics (other than Wounds) and, in addition, Primarchs always resolve Snap Shots at their normal BS.
• Any Hits inflicted by a Primarch, as part of either Shooting Attacks or in close combat, are allocated by the Primarch’s controlling player and not the controlling player of the target unit. These Hits should form a separate Wound Pool.
• If an army includes any Primarch models, then one of those models must be chosen as the army’s Warlord.
Independent Character
Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multicharacter unit.

Joining and Leaving a Unit
An Independent Character can begin the game already with a unit, either by being deployed in unit coherency with it or, if the unit is in Reserve, by you informing your opponent which unit it has joined.

In order to join a unit, an Independent Character simply has to move so that they are within unit coherency distance of a friendly unit at the end of their Movement phase. If the Independent Character is within unit coherency of more than one unit at the end of its Movement phase, the player must declare which unit it is joining. If an Independent Character does not intend to, or cannot, join a unit, it must, where possible, remain outside of unit coherency with that unit at the end of the Movement phase. This is to make clear whether they have joined a unit or not. Note that after an Independent Character joins a unit, that unit can Move no further that Movement phase.
An Independent Character can leave a unit during the Movement phase by moving out of unit coherency with it. They cannot join or leave during any other Phase – once shots are fired or Charges are declared.

An Independent Character cannot leave a unit while either they or the unit are in Reserve, locked in combat, Falling Back or have been Pinned. They cannot join a unit that is in Reserve, locked in combat or Falling Back. If an Independent Character joins a unit, and all other models in that unit are killed, they again become a unit of one model at the start of the following Phase. While an Independent Character is part of a unit, they count as part of the unit for all rules purposes, though they still follow the rules for Characters.

Special Rules
When an Independent Character joins a unit, it might have different special rules from those of the unit. Unless specified in the rule itself (as in the Stubborn special rule), the unit’s special rules are not conferred upon the Independent Character, and the Independent Character’s special rules are not conferred upon the unit. Special rules that are conferred to the unit only apply for as long as the Independent Character is with them.

Independent Characters and Infiltrate
An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, and vice versa.

Independent Characters and Ongoing Effects
Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful effect, such as those bestowed by the Blind special rule, for example. If the Independent Character leaves the unit, both the Independent Character and the unit continue to be affected by the effect, so you’ll need to mark the Independent Character accordingly.

Conversely, if an Independent Character joins a unit after that unit has been the target of an ongoing effect (or joins a unit after they themselves have been the target of an ongoing effect), benefits and penalties from that effect are not shared.
Eternal Warrior
If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.
Fearless
Units with one or more models with the Fearless special rule automatically pass Pinning tests. Regroup tests and Morale checks.In addition, models with the Fearless special rule ignore the effects of the Fear special rule.

However, units containing one or more models with the Fearless special rule cannot use any Reactions that grant a Cover Save, Armour Save or Invulnerable Save, and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule (see page 188). If a unit has become Pinned and then gains the Fearless special rule,all the effects of being Pinned are immediately cancelled.
It Will Not Die (X)
At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but that has not been removed as a casualty or destroyed. On a roll equal to or greater than the number in brackets associated with the special rule, that model regains a Wound, or Hull Point, lost earlier in the game. For example, a model with It Will Not Die (5+) would regain a lost Wound on the roll of a 5 or more.
Bulky (X)
Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat.

For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit.
Relentless
Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
Preferred Enemy (X)
This rule is presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does no specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to Shooting Attacks and close combat attacks.

If a model with this rule makes an attack against a mixed unit which has one or more models to which their Preferred Enemy rule pertains, but is not entirely composed of such models, it may still benefit from the effects of Preferred Enemy for all attacks made against that unit. For example, a model with Preferred Enemy (Independent Characters) may re-roll failed To Hit and To Wound rolls of 1 against all of the models in a unit which has been joined by an Independent Character.

Modifiers:

set max(force) 0
1 selections of The Black Watch (SW) in force (recursive)
set max(force) 0
or
1+ selections of The Awakening Fire (SAL) in force (recursive)
1+ selections of Company Of Bitter Iron (IH) in force (recursive)