Keris [1]

(Unit)
Type: unit
Category: HERO: You MUST Manually Validate Unlocks
Categories: @Hero/Mon/Ttn/War Eng, @Hero, %[H] Artefacts, %Limited/Unique, %Individual, HERO: You MUST Manually Validate Unlocks
EntryId: bd07-867b-c909-8f9a
Hidden: false
Costs: 80 pts

Constraints:

max(roster): 1
Options (4)
Rules (4)
Solar Staff
Keris [1]: <Solar Staff: 24", Att: 8. This attack always hits on 4+>. For each hit roll to damage as normal. If 1 or more hits land, the Target unit is Disordered until the end of its next Turn. The Solar Staff is then destroyed and can't be used again this game.
Individual
Never block LoS and does not provide Cover. Free 360 degree pivots before Movement orders and picking Ranged targets. Nimble, and may protect this unit's facings in Friendly base contact. Yielding (KoW3 p34), unless also Mighty. Enemies making Ranged attacks against this unit suffer an additional -1 to hit modifier. Steady Aim. Aligns to the first Charger to contact (except during Overrun), but the Chargers shuffle. Enemies, and this unit, do not double/triple attacks against each other for flank/rear Charges, except this unit against War Engines. Overrun (KoW3 p34).
Inspiring
If this unit, or any Friendly Core unit within 6" is Routed, the opponent must re-roll that Nerve test, according to name or keyword qualifiers. The second result stands.
Pathfinder
This unit suffers no movement penalties for Difficult Terrain, treating it as Open Terrain in the Movement Phase. It is not Hindered for Charging through, or ending its Charge on, Difficult Terrain. Obstacles still Hinder.

Profiles:

Profile TypeKeySpMeRaDeAttNeUSHt
L: Keris [1]

Hero (Inf)

~Spellaster: 2, Human, Verdant

5

5+

-

4+

1

12/14

0

2

Individual, Inspiring, Pathfinder, Solar Staff

Misc
Solar Staff

Keris [1]: . For each hit roll to damage as normal. If 1 or more hits land, the Target unit is Disordered until the end of its next Turn. The Solar Staff is then destroyed and can't be used again this game.