Razorgor Chariot

(Entry)
Type: model
Categories: Heavy Chariot, MOUNT
LinkId: 8a0c-3f53-2fc-9de5
Hidden: false
Costs: 120 pts

Constraints:

max: 1
Options (3)

Profiles:

Unit Troop TypeUnit Size
Razorgor Chariots

Heavy Chariot

1

Model MWSBSSTWIALd
Razorgor Chariot

-

-

-

5

5

4

-

-

-

Base Base Size
Base (50x100)

50x100

Special Rule
Close Order:

A unit consisting of models with this special rule may adopt a Close Order formation.

Primal Fury:

When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is passed, the unit becomes subject to ‘Primal Fury’ until the end of this Combat phase. A unit subject to Primal Fury may re-roll any rolls To Hit of a natural 1.

Armour Bane:

If a model with this special rule rolls a natural 6 when making a roll To Wound, the Armour Piercing characteristic of its weapon is improved by the amount shown in brackets after the name of this special rule.

For example, if a natural 6 is rolled when rolling To Wound with a weapon that has an AP of "-" and the Armour Bane (1) special rule its AP counts as being -1 when making an Armour Save roll against that wound.

Mark of Chaos Undivided:

Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror tests.

Razor Tusks:

During a turn in which it charged, the Armour Piercing characteristic of a Tuskgor’s or Razorgor’s tusks (hand weapon) is improved by 1.

Note that this special rule only applies to attacks made by a Tuskgor or Razorgor, not to a chariot or its crew.

Impact Hits:

The number of Impact Hits caused varies from model to model, and will be shown in brackets after the name of this special rile. Often, this is determined by the roll of a dice.

Resolving Impact Hits: Impact Hits can only be made by a charging model that moved 3" or more and that is in base contact with the enemy. Impact hits are attacks made in combat that always strike at Initiative 10 (regardless of modifiers), and that hit automatically using the unmodified Strength characteristic of the model.

Fear:

Models with this special rule cause Fear:

• If a unit wishes to declare a charge against an enemy unit that both causes Fear and has a higher Unit Strength, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal.

• If a unit is engaged with an enemy unit that both causes Fear and has a higher Unit Strength when its combat is chosen during any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is failed, any models in the unit that direct their attacks against the Fear-causing enemy suffer a -1 modifier to their rolls To Hit.

A unit only needs to make one Fear test per turn. Models that cause Fear are immune to Fear. A unit that does not cause Fear does not become immune to Fear when joined by a character that does.

First Charge:

If this unit’s first charge of the game is successful (i.e., if the unit makes contact with the charge target), the charge target becomes Disrupted until the end of the Combat phase of that turn.

Foe render:

Whilst subject to Primal Fury, a hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -2.

Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.

Armour Description
Armour Value

Base Armour value

Used By (5)