Fay Spirits

(Entry)
Type: model
EntryId: 1983-eb6f-36a6-68ae
Hidden: false
Costs: 15 pts

Constraints:

min: 5
max: 30
Options (3)
Rules (6)
Guardians of Sacred Sites
Spirits of the Fay are not deployed with the rest of the army, but follow the entry rules for Ambushers instead.

When they appear, they must be placed in either a forest or a water feature anywhere on the table, but otherwise follows the rules for Ambushers as normal. If no forest of water feature is present, they may enter from any table edge using the normal rules.

As long Spirits of the Fay remain partially within one of these terrain features, they may replace up to D3 Wounds lost earlier in to game at the end of each Close Combat phase.
Unstable
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.

Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
Fear
A unit containing one or more Fear-causing model gains +1 to their Combat Resolution bonus. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution bonus is increased to +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with the Fear special rule involved in the same combat.

If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus is ignored for that unit.
Ward Save (5+)
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.
Ethereal
Ethereal creatures treat all terrain as open terrain for the purposes of movement. They may not finish their movement inside impassable terrain. They are never slowed by any special rule, spell or item that would otherwise reduce their movement or stop them from moving completely.

The Models have both the Magical Attacks and Unstable. Ethereal models can only be wounded by spells, magical attacks and magic weapons or effects. Ethereal creatures block line of sight normally and cannot see through anything that would block the line of sight of normal units. Characters that are not themselves Ethereal are not permitted to join units that are (even if they become temporarily Ethereal for some reason).

Profiles:

Model MWSBSSTWIALDType
Fay Spirits

6

4

3

3

3

1

3

1

10

Infantry