Giant Cave Squig

(Entry)
Type: mount
Categories: Monstrous Cavalry
EntryId: afdb-4eef-2a31-c951
Hidden: false
Options (1)

Profiles:

Model MWSBSSTWIALd
Giant Cave Squig

3d6

4

-

5

-

(+1)

3

3

-

Base Base Size
Base (50x50)

50x50

Special Rule
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 attacks made in combat that always strike at Initiative 10 (regardless of modifiers), and that hit automatically using the unmodified Strength characteristic of the model.

Loner:

A character with this special rule cannot be your General and cannot join a unit without this special rule. A unit with this special rule cannot be joined by a character without 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.

Random Movement:

Models with this special rule do not have a normal Movement characteristic. Instead, a dice roll is given (2D6, for example). When a model with this special rule moves, roll the dice to determine its maximum movement..

Models with this special rule move during the Compulsory Moves sub-phase. They cannot march or declare a charge. They can wheel to change direction, but cannot perform any other manoeuvres. If the model is able to make contact with an enemy unit during the Compulsory Moves sub-phase or whilst pursuing, it may do so and counts as having charged. The model aligns against the enemy unit and stops moving. A unit charged in this way must Hold.

If every model in a unit has this special rule, roll once for the entire unit. If two or more models in a unit have different Random Movement characteristics, roll for each and use the lowest result for the entire unit.

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.

Used By (2)