War Lions

(Unit)
Type:

unit

Category:

Special

Categories:

Faction: High Elf Realms, Faction: High Elf Realms - Chracian Warhost, Special

LinkId:

fd6a-02d0-7b44-4029

Hidden:

false

Constraints:

max(force): 0
Options (1)

Profiles:

Unit Troop TypeUnit Size
War Lions

War Beasts

2-6

Special Rule
Cleaving Blow:

If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a 'Cleaving Blow'. Enemy models which troop type is 'regular infantry' 'heavy infantry', 'regular cavalry', 'heavy cavalry' or 'war beasts' are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal).

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.

Move Through Cover:

Models with this special rule do not suffer any modifiers to their Movement characteristic for moving through difficult or dangerous terrain. In addition, a model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests.

Open Order:

A unit consisting of models with this special rule may adopt an Open Order formation.

Swiftstride:

A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3" and, when it makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to the result.

Vanguard:

After deployment, units with this special rule may make a Vanguard move. A unit making a Vanguard move moves as described in the Basic Movement rules. It may manoeuvre normally but cannot march.

If both armies contain Vanguard units, a roll-off determines who moves first. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.

Modifiers:

increment max(force) 1
force is Main Force
repeat for every 1000 limit::points of any in roster
increment max(force) 1
force is not Main Force
repeat for every 1000 pts of any in force (recursive)
Used By (2)
High Elf Realms(Catalogue)

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