Cauldron of Blood

(Entry)
Type:

mount

Categories:

Heavy Chariot, 1 single 'per 1000 points' selection in Battle March

EntryId:

f8ecc380-bb900cca

Hidden:

true

Costs: 150 pts

Constraints:

max: 1
max(force): 0
Options (1)

Profiles:

Model MWSBSSTWIALd
Cauldron of Blood

2

-

-

5

5

5

-

-

-

Base
Base (60x100):

60x100

Special Rule
Close Order:

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

Dragged Along:

A model with this special rule that begins its movement within 1" of a friendly unit whose troop type is ‘infantry,’ that is not fleeing and that contains ten or more models, may replace its Movement characteristic with that of the unit.

Elven Reflexes:

A model with this special rule (but not its mount) has a +1 modifier to its Initiative characteristic (to a maximum of 10) during the first round of any combat.

Frenzy:

During a turn in which it made a charge move, or during the turn after it made a follow up move, a Frenzied model has a +1 modifier to its Attacks characteristic. This modifier does not apply to the model’s mount (in the case of a cavalry model), to the beasts that draw it (in the case of a chariot), or to its rider (in the case of a monster).

In addition:

  • If the majority of the models in a unit are Frenzied, the unit automatically passes any Fear, Panic or Terror tests it is required to make.
  • If a unit that includes one or more Frenzied models is able to declare a charge during the Declare Charges & Charge Reactions sub-phase of its turn, it must do so.
  • If the majority of the models in a unit are Frenzied, it cannot choose to Flee as a charge reaction, nor can it ever choose to make a Restraint test.

Losing Frenzy: Unlike other special rules, Frenzy can be lost during a game. Any model that loses a round of combat will immediately lose this special rule.

Hatred:

A model with this special rule may re-roll any failed rolls To Hit made against a hatred enemy during the first round of combat.

Which enemies are hated varies from model to model and will be shown in brackets after the name of this special rule. Some models hate 'all enemies' meaning they hate all enemy models equally.

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 resolved against the charged unit when the combat is chosen during Step 1.1 of the Choose Combat & Fight sub-phase, before issuing challenges. They hit automatically and use the unmodified Strength of the model making them.

Large Target:

Large Targets do not benefit from partial or full cover. In addition, a unit can draw a line of sight to a Large Target over or through another unit, and vice versa, provided that unit is not also a Large Target. Finally, a unit that shoots at a Large Target can shoot with one additional rank. For example, a unit armed with crossbows can shoot with its first two ranks when shooting at a Large Target, or with its first three if also standing on a hill.

Magic Resistance:

The Casting roll of any enemy spell (including Bound Spells) that targets a unit that includes one or more models with this special rule suffers a modifier, as shown in brackets after the name of this special rule (-X).

Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier.

Murderous:

When engaged in combat, a model with this special rule that is fighting with a hand weapon may re-roll any rolls To Wound of a natural 1.

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.

Poisoned Attacks:

If a model with Poisoned Attacks rolls a natural 6 when making a roll To Hit, it may apply a +2 modifier to that hit’s roll To Wound. Unless otherwise stated, a model with this special rule may use it when making both shooting and combat attacks. Any spells cast by the model are unaffected, as are any attacks made with magic weapons. Note that if an attack needs a To Hit roll of 7+, or hits automatically, this special rule cannot be used.

Terror:

Models with this special rule cause Terror. Models that cause Terror also cause Fear:

  • When a unit that causes Terror declares a charge, the charge target must immediately make a Leadership test. If this test is failed, it must Flee. If this test is passed, it can declare its charge reaction normally.
  • If the winning side of a combat includes one or more units that cause Terror, each unit that belongs to the losing side must apply a -1 modifier to its Leadership characteristic when making its Break test.

Note that if a charged unit cannot choose to Flee, it does not make this Leadership test.

Models with the Fear special rule Fear models that cause Terror. Models that cause Terror are immune to Terror. A unit that does not cause Terror does not become immune to Terror when joined by a character that does.

Blessings Of Khaine:

Even if engaged in combat, this model can cast the following Bound spell, with a Power Level of 2:

Blessings of Khaine

Armour
Armour Value:

Base Armour value

Spell NumberTypeCasting ValueRange
Blessings of Khaine

Enchantment

9+

Self

Until your next Start of Turn sub-phase, this model and every friendly Death Hag, unit of Witch Elves, or unit of Sisters of Slaughter that is within Command range gains one of the following:

  • Fury of Khaine (the Furious Charge special rule)
  • Strength of Khaine (the Cleaving Blow special rule)
  • Bloodshield of Khaine (a 5+ Ward save against any wounds suffered)

Modifiers:

floor max(force) 1
ancestor is 5. Battle March
increment max(force) 1
repeat for every 1000 limit::points of any in roster
increment max(force) 1
and
force is not 1. Open War
force is not 2. Combined Arms
force is not 3. Grand Melee
force is not 5. Battle March
repeat for every 1000 pts of any in force (recursive)
set hidden false
ancestor is Death Hag

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