Cold One

(Entry)
Type: mount
Categories: Heavy Cavalry, COLD ONE MOUNT
EntryId: f2250a12-2cf2f15c
Hidden: true
Costs: 18 pts
Options (1)

Profiles:

Unit Troop TypeUnit Size
Cold One

Heavy cavalry

1

Model MWSBSSTWIALd
Cold One

7

3

-

4

-

-

2

2

-

Base Base Size
Base (30x60)

30x60

Special Rule
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.

Armoured Hide:

The hide of some creatures forms natural armour and improves their armour value ( and that of their rider). By how much armour value is improved varies from model to model, as shown in brackets after the name of this special rule.

Note that a model that wears no armour is considerer to have an armour value of 7+ for the purposes of rules that improve armour value.

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.

Stupidity:

Unless it is engaged in combat, a unit with this special rule must make a ‘Stupidity’ test during the Start of Turn sub-phase of its turn. To make a Stupidity test, test against the unit’s Leadership characteristic. If this test is failed, the unit becomes Stupid. A Stupid unit:

• Moves during the Compulsory Moves sub-phase.

• Must move straight ahead, without performing any manoeuvres.

• Cannot march or declare a charge.

A unit or mount that does not have this special rule becomes subject to it when joined or ridden by a character that does (Stupidity is contagious).

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.

Modifiers:

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ancestor is Saurus Oldblood