Paladin Chaplain

(Unit)
Type: unit
Category: HERO: You MUST Manually Validate Unlocks
Categories: HERO: You MUST Manually Validate Unlocks, @Hero/Mon/Ttn/War Eng, @Hero, %[H] Artefacts, %Individual
EntryId: bbd3-111a-cd14-5a67
Hidden: false
Costs: 55 pts
Options (4)
Rules (5)
Crushing Strength
All Melee hits landed by this unit have a +(n) modifier when rolling to damage.
Headstrong
If this unit begins its Turn Wavering, roll a D6 before declaring its Movement order. On a 3+ it shrugs off the effects of Wavering and is Disordered instead.
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).
Iron Resolve
If this unit is Steady as a result of a Nerve test, it removes 1 damage previously suffered.
Cleanse
Paladin Chaplain/Priest: If 1 or more hits land by this unit's Heal, the target unit is no longer Weakened or Hexed.

Profiles:

Profile TypeSpMeRaDeAttNeUSHt
L: Paladin Chaplain

Hero (Inf)

5

3+

-

5+

3

11/13

0

2

Key:

~Spellcaster: 1, Human, Paladin

Special:

Cleanse, Crushing Strength (1), Headstrong, Individual, Iron Resolve

Misc
Cleanse:

Paladin Chaplain/Priest: If 1 or more hits land by this unit's Heal, the target unit is no longer Weakened or Hexed.

Modifiers:

repeat for every 1000 pts of any in roster