Fulgrim Transfigured

(Entry)
Type: model
Categories: Independent Character
EntryId: b2a0-9aab-df04-70fe
Hidden: false

Constraints:

max: 1
min: 1
Options (1)
Rules (7)
Serpentine Daemonform
In the wake of his physical being becoming a vessel for the powers of the Warp, Fulgrim’s form became nigh indestructible. Despite his virtual immortality, Fulgrim’s monstrous pride often ensured that should a foe threaten to best him, he would dramatically leave the battlefield, denying them the satisfaction of besting him in combat.
    Fulgrim Transfigured’s Serpentine Daemonform provides a 2+ Armour Save and a 4+ Invulnerable Save. Additionally, while Fulgrim Transfigured has four or fewer wounds, add +1 to dice rolls made for his It Will Not Die (X) Special Rule.
    If, at the start of any of their player turns, Fulgrim Transfigured has two or fewer Wounds and is not locked in combat, his controlling player may choose to remove Fulgrim Transfigured from play as a casualty. If Fulgrim Transfigured is removed from play in this manner, the opposing player achieves no Objectives or Secondary Objectives that would otherwise be scored by removing Fulgrim Transfigured as a casualty
Scion of Corruption
All units with the Legiones Astartes (Emperor’s Children) special rule in an army that includes Fulgrim Transfigured must replace it with the Legiones Hereticus (Emperor’s Children) special rule. In addition you cannot include Fulgrim Transfigured in the same army as Fulgrim.
Resplendent Wings
Fulgrim’s altered form descended from tortured skies on delicate wings. Though fragile in appearance, when punctured by bullet or blade, they rapidly reknit, remaining perfect and unblemished.


At the start of the controlling player’s Movement phase a model with Resplendent Wings may set its Movement Characteristic to a value of 14 for the duration of the controlling player’s turn (sometimes referred to as ‘activating’ this special rule). This allows a model with Resplendent Wings to move up to 14”, regardless of the Movement Characteristic shown on their profile and gain any other benefits of a Movement Characteristic of 14 (including the bonus to Charge distance). In addition, models with Resplendent Wings that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending their movement in Dangerous Terrain. A model with Resplendent Wings that have been activated treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty – but must end its movement at least 1” away from any model from another unit.


A model with Resplendent Wings may still Run if it would normally be able to Run (this does not allow units that include any models with the Heavy Unit Sub-type to Run). When making a Run move for a model with activated Resplendent Wings, add the Initiative Characteristic of the model to 14 to determine how far it may move – the model ignores terrain and models from other units while making a Run move with Resplendent Wings as previously noted, but may not make Shooting Attacks or declare a Charge in the same turn in which it has Run as per the normal rules for Running.


During a Reaction made in any Phase, a player may not choose to activate a model’s Resplendent Wings to gain any bonus to its Movement Characteristic.
Legiones Hereticus (Emperor’s Children)
Lords of Profligacy
After a Shooting Attack has been resolved against a unit composed entirely of models with this special rule, if that unit is not Falling Back, its controlling player can choose for it to become Stupefied. If a unit becomes Stupefied while Pinned or affected by the Blind or Concussive (X) special rules, it ignores the effects of these while Stupefied.

Stupefied
A unit that is Stupefied can only fire Snap Shots and cannot make Reactions in any Phase. If a unit that is Stupefied has a Charge declared for it, then that Charge is always considered to be Disordered. Furthermore, whilst Stupefied, all models in that unit increase their Strength Characteristic by +1 and when a model in a Stupefied unit suffers an unsaved Wound, it can make a special Stupefied roll to ignore it. Stupefied rolls may not be taken against attacks that have the Instant Death special rule. Roll a D6 each time an unsaved Wound is suffered. On a 6+, the unsaved Wound is ignored. On any other result the Wound is applied as normal. Add 1 to Stupefied rolls made for units which have the Fearless special rule. A Stupefied roll is a Damage Mitigation roll – any model may make only a single Damage Mitigation roll of any type for any given Wound.
At the end of its controlling player’s following turn, the unit is no longer Stupefied. Whilst it is Stupefied, a unit does not take further Morale checks in the Movement phase or Shooting phase and cannot be Pinned. If the unit is forced to move, for example, if it has to Fall Back, it is no longer Stupefied. If assaulted, the unit will fight as usual, but enemy units do not receive the Initiative penalty for having Charged a unit through Difficult Terrain, even if the Stupefied unit is in Difficult Terrain. If a unit becomes Stupefied while making a Charge, then that Charge continues as normal, but is automatically counted as Disordered. Units that are locked in combat can be Stupefied, but take Morale checks in the Assault phase as normal and if forced to Fall Back are no longer Stupefied.
Master of the Legion
The Master of the Legion special rule grants the following benefits:
• Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Appendix: Legiones Astartes Rites of War, found on page 96.
• The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with the Master of the Legion special rule, and an army that includes at least 2,000 points may include up to two models with the Master of the Legion special rule, etc.
• Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion special rule. The full rules for doing so can be found in the Appendix: Legiones Astartes Special Rules on page 124.
Traitor
A model with this special rule may only be included in an army that has the Traitor Allegiance.
The Stage is Set
Before the start of the first turn, when placing units into Reserves, if Fulgrim Transfigured has not joined a unit and does not have a Retinue Squad, the controlling player may place Fulgrim Transfigured into Reserves and must declare to their opponent a Turn number from Turn 2 - 4, indicating on which of their own turns they will bring Fulgrim Transfigured into play from Reserves. At the start of the declared turn, the controlling player must place Fulgrim Transfigured wholly within 6" of a unit with the Legiones Hereticus (Emperor’s Children) special rule, and not within 1" of any enemy models. If this is not possible, Fulgrim Transfigured cannot be set up this turn, and the controlling player must attempt to deploy Fulgrim Transfigured again at the start of their following turn.


Until Fulgrim Transfigured is placed on the battlefield in this manner, all models in a Detachment he is part of have the Stubborn special rule.

Profiles:

Unit Unit TypeMoveWSBSSTWIALdSave
Fulgrim

Daemon Primarch (Unique)

9"

8

6

7

7

7

8

7

10

2+