Sandglass of Time

(Unit)
Type: unit
Category: Rare
Categories: Rare
EntryId: 72bd-1ea9-5a0b-13c5
Hidden: false
Costs: 150 pts
Options (1)
Rules (5)
Vessel of the Ages
All friendly units within 12" of the Sandglass have Magic Resistance (1). In addition, the Hourglass generates 1 Power dice and Dispel Dice in the Magic phase. If the Sandglass is destroyed, the ground begins to shake as waves of sand erupts, smashing against all around it. Every unit within 12" takes 2D6 S 4 hits.
Sands of Time
In the Arabyan Magic phase, the Sandglass may cast a spell as innate bound spell (power level 5).
Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution. 

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
Ward Save (4+)
The value of a ward save will always be shown in a model's entry. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source; single Ward saves with a better value than 4+ are always specified as such.

Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, rather than 2D6.

When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. Whenfleeing or pursuing, they roll 3D6, and discard the lowest result.

Swiftstride has no effect on models using a M value lower than 4.

Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 3D6 (discard the lowest)

Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6

Profiles:

Model MWSBSSTWIALDType
Sandglass of Time

7

3

War Machine

Spell Spell LevelTypeCasting ValueRange
Abeyance

Innate Bound Spell

Hex

5+

18"

Remains in Play. While active, you may choose to make the target forgo one of the following actions: move, cast spells, shoot or fight in close combat.

Gravedust

Innate Bound Spell

Hex

5+

12"

Remains in Play. While active, the target suffers -1 to its M, S, T and I. At the start of each following Arabyan Magic phase, these characteristics are further deducted by 1, and will continue to do until the spell is either dispelled or their S or T reaches 0.

Recede

Innate Bound Spell

Augment

5+

24"

Remains in Play. While active, the unit may either choose to fire twice in the Shooting phase or attack twice in the Close Combat phase.