Flamespyre Phoenix

(Entry)
Type: mount
EntryId: 704b-5194-fe29-0b09
Hidden: false
Costs: 225 pts

Constraints:

max: 1
Rules (11)
Fly (8)
Flying units consisting of more than one model have Skirmishers.

Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.

Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.

Flying March
A unit that is flying can march as normal, doubling its
flying move.

Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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
Terror
Models that cause Terror also cause Fear. In addition,
the following rules apply. Fear-causing models or
models with Immunity (Fear) treat Terror-causing
monsters as causing Fear, rather than Terror – this is an
exception to the rule that makes Fear-causing creatures
immune to Fear. Terror-causing models have the
Immunity (Fear/Terror) special rule.

Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.

If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
Stomp
The model can make a Stomp in addition to its other close combat attacks. A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's S, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model.
Magical Attacks
All attacks made by spells and magic items are considered to be magical attacks, as are all attacks that are specifically noted as being magical attacks. Shots fired from magical items are also considered to be magical attacks, unless their description specifically states otherwise. Hits inflicted by rolls on the Miscast table are treated as magical attacks.

Note that spells are not physical attacks unless clearly specified.
Attuned to Magic
When rolling to determine the strength of the Winds of Magic in the controlling player's Magic phase, compare the highest D6 rolled with the Attuned to Magic Table to determine what effects the Phoenix will have (the effect rolled will last until the start of the controlling player's next Magic phase):
Phoenix Reborn
As soon as a Flamespyre Phoenix loses its last Wound (including unsaved Wounds that killed the monster as a result of Heroic Killing Blow or Multiple Wounds), remove the model and place a Phoenix Reborn counter to mark the centre of the death spot. If your army contains several Flamespyre Phoenixes, you will need to place a Phoenix Reborn counter for each one that is slain.

At the end of the turn roll a D6 for each Phoenix Reborn counter and consult the Phoenix Reborn Table.

If a Flamespyre Phoenix has a rider when it loses its last Wound, both monster and rider are removed and replaced with a Phoenix Reborn counter as described above. However, add +1 when rolling on the Phoenix Reborn table for a Flamespyre Phoenix that had a rider when it was removed.

If the result is Dead Embers, both monster and rider are slain, never to return. However, if the result is Rise from the Ashes, the character returns to life with its starting number of Wounds, riding atop the reborn Flamespyre Phoenix.

At the end of the game, remove all Phoenix Reborn counters from the board – these Flamespyre Phoenixes and any riders they had count as casualties.
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.
Flaming Attacks
Models with Flaming Attacks cause Fear in War Beasts, Cavalry, Chariots and Flammable creatures. Any Panic test taken by any of these Troop Types from a Flaming Shooting Attack suffer -1 to their LD when taking the test.

Unless otherwise stated, a model with this special rule has both Flaming shooting and close combat attacks (though any spells cast by the model are unaffected, as are any attacks made with magic weapons they might be wielding).
Wake of Fire
If a Flamespyre Phoenix moves over an unengaged enemy unit in the Remaining Moves sub-phase, it suffers D6 S 4 hits with Flaming Attacks. This is a non-physical attack.
Immunity (Flaming Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.

Profiles:

Model MWSBSSTWIALDType
Flamespyre Phoenix

2

5

5

5

5

4

3

8

Monster

Phoenix Reborn table
01-02 (Phoenix Reborn)

Dead Embers: The Flamespyre Phoenix is dead, remove the Phoenix Reborn counter from play.

03-05 (Phoenix Reborn)

Flame Kindled: Centre the large round template over the centre of the Phoenix Reborn counter. All models (friend or foe) hit by the template suffer a S 4 hit with Flaming Attacks. This is a non-physical attack. The Phoenix Reborn counter remains in play – roll again at the end of the next turn (yours or your opponent's).

06+ (Phoenix Reborn)

Rise from the Ashes: Place the Flamespyre Phoenix anywhere that is within 6" of the centre of the Phoenix Reborn counter and at least 1" away from any unit, and then remove the marker from play. If it is not possible to place the Phoenix due to the aforementioned restrictions, treat this result as a Flame Kindled result instead. Reborn Flamespyre Phoenixes return with D3+2 Wounds. The reborn model suffers no bonuses or penalties incurred from its former existence – i.e. if the model was fleeing or affected by an augment or hex spell at the time of its death, the reborn model will not be.

Attuned to Magic table
01 (Attuned to Magic)

Magical Dearth: The Phoenix's Ward save is reduced to 6+.

02 (Attuned to Magic)

Ebbing Zephyr: The Phoenix has -1 S.

03 (Attuned to Magic)

Magical Draught: The Phoenix has +1 I.

04 (Attuned to Magic)

Energising Breeze: The Phoenix has +1 A.

05 (Attuned to Magic)

Invigorating Winds: The Phoenix has +1 S.

06 (Attuned to Magic)

Howling Gale: The Phoenix's Ward save is increased to 4+.