Cold One

(Entry)
Type:

mount

Categories:

Heavy Cavalry

EntryId:

de91-87b2-c85e-7a74

Hidden:

true

Costs: 18 pts

Constraints:

max: 1
Options (1)

Profiles:

Model MWSBSSTWIALd
Cold One

7

3

-

4

(+1)

-

2

2

-

Base
Base (30x60):

30x60

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)
Armoured Hide:
  • Restriction: models with Armoured Hide
  • Result: Armour Value improves by the number in brackets after Armoured Hide, for the model and its rider
  • No armour worn: counts as Armour Value 7+ when a rule improves Armour Value
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)
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.
Swiftstride:
  • Restriction: every model of the unit has Swiftstride
  • Result:
  • Charge range ceiling: 3" higher.
  • Prior to a Charge, Flee or Pursuit roll, the unit may add +D6 to that roll (optional).
Counter Charge:
  • Restriction: a unit consisting only of models with Counter Charge
  • Timing: an enemy unit of troop type 'cavalry', 'chariot' or 'monster' charges it into the front arc
  • Condition: it is neither fleeing nor already engaged in combat
  • Result: may declare the 'Counter Charge' charge reaction (optional)
  • Distance between units < Movement characteristic of the charger: too late, so it must Hold or Flee
  • Otherwise: pivot about its centre to face the charger's centre, then advance D3+1" straight at it; both units count as having charged this turn
  • 1× per turn however many chargers; after all charges are declared, the inactive player picks the charger to answer and Holds against the others

Modifiers:

set hidden false
or
ancestor is Dark Elf Master
ancestor is Sorceress
ancestor is Dark Elf Dreadlord
ancestor is Supreme Sorceress

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