Frostheart Phoenix

(Entry)
Type: upgrade
EntryId: 95d0-b6fb-97ef-02a1
Hidden: false
Costs: 260 pts

Constraints:

max: 1
Rules (10)
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):
Natural Armour (5+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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.
Blizzard Aura
Any enemy unit in base contact with one or more Frostheart Phoenixes suffers -1 to its S (to a minimum of 1). This has no effect on models with Immunity (Ice Attacks).
Ice Attacks
Models with Ice Attacks cause all enemy models in base contact with them to be subject to Always Strikes Last. Spells or missile attacks that are Ice Attacks cause the enemy to be subject to Always Strikes Last until the start of your next turn if they are successfully cast or Hit. Models with Ice Attacks have Immunity (Ice Attacks).

Unless otherwise stated, a model with this rule has Ice Attacks for both shooting and close combat. Any spells cast by the model are unaffected, as are any special attacks or attacks made with magic weapons they might be wielding, whether they be shooting or close combat attacks.

Profiles:

Model MWSBSSTWIALDType
Frostheart Phoenix

2

6

5

6

5

3

4

9

Monster

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+.