Galrauch, the Great Drake

(Unit)
Type: unit
Category: Named Characters
Categories: Faction: Warriors of Chaos, Named Characters, Characters
LinkId: 3693-e9c0-c7e1-fa8f
Hidden: false

Constraints:

max(roster): 1
Options (1)

Profiles:

Unit Troop TypeUnit Size
Galrauch, the Great Drake

Behemoth (named character)

1

Special Rule
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.

Breath of Change:

Once per game, instead of using Dark Fire of Chaos or Fumes of Contagion, Galrauch may instead use the Breath of Change. Place a flame template with its broad end over the intended target and its narrow end touching Galrauch's base edge anywhere along its front arc. The template must lie entirely within Galrauch's vision arc. Any models whos base lies underneath the template risks being hit. Any model hit (friend or foe) must immediately make a Toughness test:

  • If the test is failed, the model is overwhelmed by the warping power of Chaos and is immediately removed from play as a casualty.
  • If the test is passed, they are able to fend off the onslaught of chaotic energy. The attack has no effect.
Close Order:

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

Fly:

Whenever a model with this special rule moves, it can choose either to move across the ground as normal, using its given Movement characteristic, or to move by flying through the air. When a model flies it uses a special ‘Fly Movement’ characteristic, shown in brackets after the name of this special rule (shown here as ‘X’). Models that choose to move by flying:

  • May move as normal (i.e. they may charge, march and manoeuvre as if moving on the ground), except that they are able to pass freely above other models, units and terrain features without any penalty, and they can march whilst within 8" of an enemy unit without first having to make a Leadership test.

  • May end their movement in terrain, but will suffer its effects if they do. They cannot end their movement 'on top' of impassable terrain or another unit, or within 1" of an enemy unit.

Models that can Fly must begin and end all their movement on the ground. A character with this special rule cannot join a unit without this special rule, and vice versa.

Large Target:

Enemy models never suffer To Hit modifiers for full or partial cover when shooting at models with this special rule. In addition, a model can draw a line of sight to a model with this special rule over or through other models, and vice versa.

Mark of Tzeentch:

Models with the Mark of Tzeench have the Flaming Attacks and Magic Resistance (-1) special rules. In addition, if a Wizard with the Mark of Tzeentch has joined a unit with the Mark of Tzeentch that has a Unit Strength of 10 or more, they may apply a +1 modifier to any Casting roll they make. Should they leave this unit for any reason, or should the unit's Unit Strength fall below 10, this modifier is lost.

Regeneration:

A model with this special rule can make a 'Regeneration' save. The armour value of a Regeneration save is shown in brackets after the name of this special rule (X+). A Regeneration save can never be modified by the AP characteristic of a weapon and can be made in addition to an armour save and Ward save. However, any wounds saved by a Regeneration save are still counted for the purposes of calculating combat result.

Note that models with this special rule are often vulnerable to the Flaming Attacks or Magical Attacks special rules.

Spirit of Galrauch:

During the Start of Turn sub-phase of each of your turns, make a Leadership test for Galrauch. If the test is passed, Galrauch is controlled as normal. If the test is failed, Galrauch's spirit rebels from within. Whilst Galrauch's spirit is rebelling:

  • His Level of Wizardry is reduced to 1 and he can only cast one spell per turn.
  • He becomes subject to the Random Movement (2D6) special rule.
  • If he is engaged in combat, he must direct D3 of his attacks against himself (rounding any fractions down). Any wounds that Galrauch causes against himself are added to the enemy's combat result score.
Stomp Attacks:

The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by the roll of a dice.

Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat that always strike at Initiative 1 (regardless of modifiers) and that hit automatically using the unmodified Strength characteristic of the model.

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.

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.

Two-headed Dragon:

Galrauch may used either Dark Fire of Chaos or Fumes of Contagion during the Shooting phase of its turn. It cannot use both during the same turn.

Used By (3)
Warriors of Chaos(Catalogue)