Cold One Chariot

(Entry)
Type:

model

Categories:

Heavy Chariot

EntryId:

d701-19f9-fcdf-500f

Hidden:

false

Costs: 110 pts
Options (2)

Profiles:

Model MWSBSSTWIALd
Cold One Chariot

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5

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4

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Base
Base (50x100):

50x100

Special Rule
Armour Bane:
  • Condition: natural 6 on a roll To Wound made by the model
  • Result: the weapon's Armour Piercing characteristic improves by the (X) figure of Armour Bane when an Armour Save is rolled against that wound (e.g. AP "-" with Armour Bane (1) counts as -1)
Close Order:

Such a unit is able to form up in Close Order.

Elven Reflexes:
  • Restriction: the bearer of this rule (not its mount)
  • Condition: first round of combat
  • Result: Initiative characteristic +1, capped at 10
Fear:
  • Restriction: models with Fear
  • Result: the model causes Fear
  • Any unit declaring a charge on an enemy unit that causes Fear and has higher Unit Strength: Leadership test first; failed: it does not move, no charge, counts as a failed charge; passed: charges normally
  • Any unit in close combat against an enemy unit causing Fear with higher Unit Strength, at the moment its combat is picked in a Choose & Fight Combat sub-phase: Leadership test; failed: models aiming attacks at the Fear-causing enemy get -1 To Hit
  • A unit takes at most 1 Fear test per turn
  • Models causing Fear are immune to it
  • A unit not causing Fear gains no immunity from a Fear-causing character that joins it
First Charge:
  • Restriction: unit with First Charge
  • Limits: 1× per battle, on its opening charge
  • Result:
  • Disrupted: the charge target, expiring when the Combat phase of the same turn finishes
  • Only applies if the charging unit touches that target (checked once)
Hatred:
  • Timing: first round of combat
  • Select: failed rolls To Hit versus a hatred enemy
  • Result: re-roll them (optional)
  • hated foes appear in brackets next to the name; 'all enemies' covers every enemy model
Impact Hits:
  • Restriction: charging model that moved 3"+, touching the enemy base
  • Result: causes the number of Impact Hits given in brackets (often dice-determined)
  • Resolving Impact Hits: applied to the charged unit when its combat is picked, at Step 1.1 of the Choose Combat & Fight sub-phase, ahead of challenges
  • Automatic hits at the attacker's unmodified Strength
Stupidity:
  • Restriction: unit with Stupidity
  • Timing: every turn it takes, at the Start of Turn sub-phase
  • Condition: the unit is neither fleeing nor engaged in combat
  • Result: it takes a Leadership test to test for Stupidity; failure means it succumbs to Stupidity
  • A unit that has succumbed:
    • Cannot move unless fleeing.
    • No shooting of any kind, and no spellcasting.
    • Wizardly dispel attempts are impossible.
    • Must "Hold" when an enemy charges it.
  • Duration: until its following Start of Turn sub-phase
  • Stupidity is contagious: a unit or mount lacking it gains it if a character with it joins or rides it.
Armour
Armour Value:

Base Armour value

Modifiers:

Used By (2)

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